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Halo Wars Nutritious Edition Version *This is a more detailed overview of what changes are in this mod for a simpler version go to summary tab*

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Halo Wars Nutritious Edition Version


*This is a more detailed overview of what changes are in this mod for a simpler version go to summary tab*

UNSC Leader Changes:


Captain Cutter: ODST Drop is instantly unlocked.

Sergeant Forge: Trains Grizzlies instead of Scorpions, Heavy Supply pads cost 200.

Professor Anders: Trains Hawks instead of Hornets.

Captain Born: Has new variants of UNSC units.


Covenant Leader Changes:


All: Has access to the Power Wheel. Has Transport and Prophet’s Grace.

Arbiter: Trains Needlerghosts instead of Ghosts. Has Elite Enforcer drop power.

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UNSC Building Changes:

Barracks: Added Spartan Barracks. Spartans 2's, 3's, 4's, Nitro, Onno and Ace can be trained there.

Reactor :Upgrades Cost 1000.

Field Armory: Cost 350 and gives a free leader when first made.

Watchtower: Increase line of sight around the base. (Medium and Large turret upgrade greatly increase line of sight.

Rhino Turret: The UNSC's siege turret does AOE damage to ground targets and can shoot at extremely far ranges. can't attack air. 500 cost power 2.

Siege Base: A new UNSC base type that focus on heavy defenses. Comes with 8 turret slots 2 garrison towers and 3 build pads. 650 cost power 2.

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Covenant Building Changes :

Hall: Added Special Forces Barracks. Elite Zealots, Spec Ops Elites, Elite Majors, Brute War Chieftains, Brute Stalkers, and Brute Majors can be trained there.

Shield Generators: Now cost 350, power 1.

Mega Turret: The Covenants siege weapon works just like the ones on Tundra although a bit weaker.

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New UNSC Techs:

Deflector Armor: Unlockable after Adrenaline has been researched. Increases the changes of all UNSC vehicles to deflect small arms fire.

Engine Thrusters: Unlockable after Deflector Armor: Increases movement speed for all UNSC air units.

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UNSC Unit Changes:

Warthog: Highly resistant to ballistic and plasma small arms fire. Ram ability now briefly slows down units hit and does more damage to infantry targets. Cost 150, 1.3 population, 15 seconds to build.

Gauss Warthog: A anti-vehicle variant of the standard warthog unlock able after Gauss cannon has been researched. Cost 175, 1.3 population, 17 seconds to build.

Elephant: Has high HP and does more damage with updated Machine gun turrets. Cost 350, Power 1, 3 population, 25 seconds to build. Can research most of the Infantry tech.

Cyclops: Highly resistant to ballistic fire and plasma small arms fire. Cost 250, Power 1, 1.5 population, 11 seconds to build.

Gremlin: Greatly decreased damage. Can target all units and EMP Vehicles and air units alike. increased damage output, range and can EMP 2 vehicles at base and 4 when fully upgraded. Cost 250, Power 1, 2 population, 17 seconds to build.

Marine: Increased attack range. They start off with no grenade throw but if fully upgraded are way better units. Cost 110, 1 population, 8 seconds to build.

Flamethrowers: Renamed to Hellbringers. Increased attack range and can attack while garrisoned. Hellbringers come in pares of 3. Hellbringers come with Flame throwers that do effective damage to all Infantry types, shields, and garrisoned units. Cost 125, 1 population, 9 seconds to build.

Marine Demolitionists: Marine Demolitionists are anti-vehicle units that come with Grenade Launchers that do AOE damage and effective damage against buildings, vehicles and garrisoned units. Cost 175, Power 1, Population 1, 13 seconds to build.

Spartan : Renamed to Spartan 2. Spartan 2s are the most powerful Special forces in the UNSC's hands. They have the same ability to hijack enemy vehicles and commander friendly ones increasing the stats of the vehicle. Cost 350, power 1, 15 seconds to build, 10 spartan population.

Spartan 3: Spartan 3s are a new addon being the balance between 2's and 4's providing decent damage and numbers. Like Spartans 2s they hijack and commander vehicles but with lower stats then a 2's as a result. Cost 250, power 1, 13 seconds to build, 5 spartan population.

Spartan 4: Bet you didn't think you'd see these guys here! Like the 3's Spartan 4s are a new addon to the Nutritious family being worse than both the 3's and 2's health, shield and damage wise but they more then make it up in numbers. Like the other Spartans they can hijack and commander vehicles but even lower stats of a 3. Cost 200, power 1, 11 seconds to build, 3 spartan population.

ODST: ODST Drop is unlocked at the Start by Cutter. Can use their Y-ability on air units. (Can only be dropped onto the battlefield via ODST Drop.) cost 160, power 1, 1 population. (Cutter Only)

MechWarrior: The first ground up custom made leader and well it shows. Has high armor and health and when upgraded can change between attacking with a machine gun or a mortar cannon. cost 350 20 seconds to build 1 leader slot. (Cutter Only)

(New) Jerome - 092: Leader of red team in skirmish mode at last starts off with a shotgun but later gets his trademark Spartan laser. Has high stats when in a vehicle. 350 supplies 30 spartan population.

(New) Alice - 130: Member of red team and top tier waifu is here in skirmish mode starts off with dual smg's at the start but can be upgraded to get her well known machine-gun turret. Has high stats when in a vehicle. 350 supplies 30 spartan population.

(New) Douglas - 042: Member of red team and dude that got bodied by Atriox is here in skirmish mode starts of with dual smg's at the start but can be upgraded to get his rocket launcher. Has high stats when in a vehicle. 350 supplies 30 spartan population.

Sergeant Forge: The Gauss hog shotgun wielding sergeant we all know and love. He starts out in the Gauss hog if it is destroyed he'll fight on foot just like he did in the campaign does high damage to vehicles while in the Gauss hog and high damage to infantry while on foot. cost 350 20 seconds to build 1 leader slot (Forge Only)

Professor Anders: The magnum wielding field Professor is here. I won't lie she's not like the other leaders strong as heck, can fight 8 squads of units by themselves in fact she's pretty weak the Magnum does high damage to Infantry but that's about it she's pretty frail but her upgrades slowly but surely make her into a great leader unit "Baby steps Professor". cost 350 20 seconds to build 1 leader slot (Anders Only)

Scorpion: The Scorpion's machine gun does more damage to infantry and the cannon does AOE damage other then that not much changes. Cost 500, power 2, 20 seconds to build, 3 population.

Grizzly: Can be made at Tech 2 by Forge. Gone are the days when the Grizzly's cannier shells did less damage then the scorpions. Cannier shell does higher damage and more AOE. Cost 550, power 2, 25 seconds to build 3.2 population.

Rhino: The Rhino's plasma cannon has been greatly buffed allowing it to do high damage to whatever it attacks and does AOE damage making it a perfect siege weapon. Cost 550 power 3 25 seconds to build 4 population.

Cobra: Cobra's hitpoints have been increased and damage while undeployed increased yeah that's it. Cost 350 power 3 22 seconds to build, 2 population.

Wolverine: Wolverine's grenades do AOE damage and slightly higher damage to Air units, Increased speed. Cost 300 power 3 21 seconds to build 2 population.

Hornet: Hornets machine gun does more damage to vehicles and air units. Missiles range and damage increased. 230 cost, power 2 ,17 seconds to build, 2 population.

Hawk: Can be made at tech 2 by Anders. Hawks are unchanged for the most part only cost changes and population differences. 280 cost, power 2, 20 seconds to build, 2.2 population. (Anders Only)

Medical Pelican: Can now self heal. A new addon being the primary UNSC healing unit that can also transport units from place to place on the battlefield. 360 cost, power 2, 3 population.

Vulture: Now worthy of the title uber unit Vultures do more damage, have AOE damage, are way tanker and the Y-ability oh yet me tell you that thing is OP as hell! Cost 850, cost power 4, 40 seconds to build, 8 population.

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Captain Born’s Units:

Sliverback: A scout unit that’s equipped with a mini turret ready for early game engagements. 200 cost, 19 seconds to train, 2 population.

Endive: A heavy transport vehicle that can builds garrisons, turrets slots, and mini base slots.

375 cost, 20 seconds to train 3 population.


Marine Commando: A hardcore group of marines that can effectively fight any foe. Cost 135 10 seconds to train, 1 population.

Predator: A exoskeleton suit with a chain gun attached to easily take down infantry. Cost 200 12 seconds to train 2 population.

ODSJT: Odst’s equipped with Jetpacks and anti-vehicular weaponry. Cost 185, 15 seconds to train 2 population.

Spartan 258 Nitro: Can't hijack right away but as the Sprint armor ability that lets Nitro Sprint infinitely at a specific location. A spartan 3 and leader of the made-up team Brave Team. He's one of the fastest moving infantry units in the game best set on killing groups of Infantry and melee units while fighting in melee range he attacks twice per hit. Cost 350, 20 seconds to build, (Captain Born Only)

Spartan 257 Onno: Can't hijack right away but as the Armor Lock armor ability that lets Onno lock in place to completely nullify all types of small arms fire. A spartan 3 and member of Brave Team. He's one of the tankyest infantry units in the game and is best set on killing vehicles and while fighting in close quarters can stun enemies. Cost 350, 20 seconds to build. (Captain Born Only) (Warning hijacking with Onno is tricky due to the armor lock activating first it takes up to 5 seconds before he starts hijacking.)

Spartan 259 Ace: Can't hijack right away but as the Jetpack armor ability that lets her fly a short distance. A spartan 3 and last member of Brave Team. She's the best ranged Infantry unit in the game and is best set on killing other enemy leaders or Infantry from range. Cost 350, 20 seconds to build.. (Captain Born Only)

Sergeant Rusk: Uses RPG as Y-ability and self heals. A ODST that often gets assigned in Brave team's affairs. He's your average ODST with an Assault rifle and rocket launcher but the thing that makes him unique is that he can commandeer friendly vehicles. he can be called on the field by any UNSC leader after Refer A Friend is researched. Cost 250, 2 power per drop. (Captain Born Only)

Amber Team: A experienced Marine Commando squad that makes more use of their weapons. 250 supplies (trainable once Combat Shielding is researched.) cost 250 seconds 30 to train

Private Becker: A raw recruit that has very poor results in combat but can heal others and gains veterancy faster then most. Cost 135, 15 seconds to train.

Ashen Team: A ODST team that excels at combat. Cost 350, 20 seconds to train.

Mjolnir Scorpion: A modified scorpion that fires plasma rounds. Cost 520, Power 2, 23 seconds to train. 3 population

Puma: A stealth tank with dual gauss cannons. Cost 365, Power 2, 23 seconds to train. 3 population.

Rocket Warthog: A warthog equipped with rocket pods. Cost 195, Power 2, 18 seconds to train. 2 population.

Pelican Gunship: A weaponized heavily armored pelican. Cost 450, Power 2, 20 seconds to train. 3 population.

Rescue Hornet: A hornet that heals instead of harms. Cost 180, Power 2, 19 seconds to train. 2 population.

Mjolnir Vulture: A modified vulture that uses plasma weaponry. Cost 890, Power 4, 43 seconds to train. 8 population.


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Covenant Unit Changes :

Ghost: Now trained in the main base. Greatly increased hitpoints, increased damage against infantry and shielding. Cost 135, 12 seconds to build, 1 population. (Prophet Only)

Needler Ghost: Trainable from the main base. A legendary vehicle from SPV2 shoots needler rounds instead of the standard plasma rounds doing greater damage to infantry but less to everything else. (Arbiter Only)

Chopper: Now trained in the main base. Greatly hitpoints and damage against infantry shielding and other light vehicles. Cost 175, 16 seconds to build, 1.5 population. (Brute Only)

Suicide Grunt: Removed passive attack. Increased squad count by 2. Decreased damage done to buildings and vehicles but greatly Increased AOE damage and damage against Infantry. Cost 150 power 1, 12 seconds to build, 1.5 population. (Arbiter Only)

Honor Guards: Start off with energy shielding. Increased melee range, greatly increased damage against Infantry and shielding. Decreased damage against buildings and vehicles. Cost 250, power 1, 13 seconds to build, 1.5 population. (Prophet Only)

Elite Enforcers: Elite Squads usable only by the Arbiter. Like ODST's Elite Enforcers upgraded versions of the grunt squad being able to use their Y-ability on air units and can only be called in battle via the Enforcer Drop power. cost 180 power 1 population 1 Arbiter only.

Brute Squad: Increased squad count by 2. Cost 250, power 1, 16 seconds to build, 1.6 population. (Brute Only)

Grunt Squad: Elite Leaders have shielding, Brute Leaders do more damage. Starts off with no grenade throw but when upgraded will be better units overall. Cost 100, 5 seconds to build, 1 population.

Jackal: Added extra jackal to squad. Increased speed and range. Cost 115, 6 seconds to build, 1 population.

Hunter: Increased damage to vehicles and buildings, Increased speed, can garrison. Cost 300, power 1, 15 seconds to build. 2 population.

Elite Zealot: Elite Zealots are the special forces the covenant has. Armed with Fuel rod cannons they serve the same roles as Spartan 2s. Cost 350, power 1, 15 seconds, 10 spartan population.

Spec Ops Elite: (Updated Unit Appearance and passively uses Cloak) Spec Ops Elites are the balance between Elite Zealots and Elite Majors. Armed with Beam rifles they serve the same role as Spartan 3s. Cost 250, power 1, 14 seconds to build, 5 spartan population.

Elite Major: Elite Majors are last new unit addon to this mod and are worse than Zealots and the Spec Ops Elites but like the Spartan 4s come in much greater numbers. Cost 200, power 1, 13 second to build, 3 spartan population.

Brute War Chieftain: The Brute Version of the Elite Zealot.

Brute Stalker: The Brute Version of the Spec Ops Elite.

Brute Major: The Brute Version of the Elite Major.

Wraith: Greatly increased damage to almost match that of a scorpion but moved Heavy Shields to its last tech upgrade. Increased scorch shot damage and afterburn damage. Cost 450, power 1, 18 seconds to build, 3 population.

Heavy Wraith: A modified Wraith that shoots fuel rod rounds from its turret. Stronger and tanker than your average Wraiths they are more than a match for scorpions. Cost 535 power 1 22 seconds to build 3.5 population. (Brute Only)

Anti-Air Wraith: The first custom unit added to this mod. They are a second option to counter Air units. due to the cannons position they can all units with their fuel rods cannons but are most effective against air unit. Cost 350, power 2, 19 seconds to build, 3 population.

Locust: Can move and attack, farther attack range and does increased damage to shields and units in garrisons. Cost 280, power 2, 12 seconds to build, 2.5 population.

Engineer: Slightly increased speed. Cost 180, 14 seconds to build, 1 population.

Banshee: Removed boost ability but are naturally faster. Cost 200, power 1, 12 seconds to build, 2 population.

Honor Guard Banshee: A superior version of the Banshee that is shielded faster and does more damage. cost 250 power 1 16 seconds to build 2.3 population. (Prophet Only)

Vampire: Status drain does damage at base. Added shield. Cost 250, power 2, 15 seconds to build, 2 population.

Spirit: A transport and fire support unit can transport units from one place to another and also help in firefights. Cost 400 power 1 15 seconds to build 4 population.

Scarab: "Increased Damage Resistance" Increased health, damage and range. Cost 3000, power 3, 60 seconds to build, 20 population.

Arbiter: Added shields. Increased speed, Increased damage to infantry slightly decreased damage to vehicles and buildings. Cost 500, power 1, 40 seconds to build, 1 leader population.

Brute Chieftain: Added shields. Increased damage to all unit types. Cost 500, power 1, 40 seconds to build, 1 leader population.

Prophet Of Regret: Increased shields. Increased damage to air, vehicles and shields. Cost 500, power 1, 40 seconds to build, 1 leader population.

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Forerunner Changes

Sentinel Shop: All Sentinel shops make all Sentinel types.

Sentinel: "Is now an Anti-Infantry Unit Does effective damage against infantry and does afterburn damage". Added Shield, increased damage to all unit types, Afterburns Infantry units. 200 cost, power 1, 15 seconds to rebuild, 2 population.

Super Sentinel: "Is now an Anti-Vehicle unit Does higher damage and EMPS Vehicles" Added shield, Greatly Increased damage, EMP's vehicles. 500 cost, power 2, 30 seconds to rebuild, 3 population.

Healing Drone: Heals faster. 150 cost, power 1, 15 seconds to rebuild, 1 population.

Damage Drone: Adds afterburn damage effect. 150 cost, power 1, 15 seconds to rebuild, 1 population.

Shield Drone: Stronger shield strength. 150 cost, power 1, 15 seconds to rebuild, 1 population.

Forerunner Fort: Added Shield. Greatly decreased turret damage but they now stun Infantry and slow down vehicles.

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Rebel Changes

Rebel Squad: Increased squad numbers.

Rebel Sniper: Increased squad numbers.

Rebel Turret; Increased range.

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Flood Changes

Infection Forms: Greatly increased squad numbers and damage done to Infantry.

Carrier Form: Increased AOE damage

Flood Swarm: Increased squad numbers and damage.

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