Greetings Shipmasters and Admirals,
Today we are releasing version 0.80 of Sins of the Prophets for public consumption!
First, we'd like to thank everyone for providing feedback and bug reports about issues you ran into while playing 0.75.1. We read every report we received, and we're eternally grateful for having such a passionate, and helpful fanbase. A fan project like ours couldn't ask for anything better!
0.80 is a pretty massive upgrade to the mod. It includes new ships, structures, and game mechanics - such as to include a tiered defense system for the Covenant, that allows them to spawn in defensive fleets localized to gravity wells.
- Continued the process of revamping our UI system, and improved some of the spacing on our HUD.
- Additional VO work has been completed.
- Weapon effects, and ship explosions for both factions have been tweaked, and improved.
- We're in the process of revamping visible buff effects, and some of those changes have also made it in time to be included in this release.
We'll go into more detail below, and let you see what we're talking about, but first, we'd like to remind everyone to please read the installation instructions provided with the download before seeking tech support. During the initial two weeks after a release we get swamped by requests for help, and a majority of the issues spawn from not reading the installation instructions, and following the links provided. Installation Instructions.txt is love, Installation Instructions.txt is life.
New Ships
New ships in the mod include the Epoch-class Heavy Carrier, ADP-class Escort, and Lich. The Epoch and ADP are ships brought to the Halo universe via the new tabletop fleet strategy game Halo: Fleet Battles, while the Lich was introduced in Halo 4.
Model Updates
We've also introduced model updates for the RCS-class Armored Cruiser, Valiant-class Super-Heavy Cruiser, and the DOS-class Supercruiser.
Covenant Defense
This update has also introduced our Covenant Defense Fleet mechanic into the mod. To improve Covenant defensive abilities, while keeping the faction unique, the Covenant will have orbital structures called Patrol Stations. Upon the arrival of an enemy fleet the station will act as a beacon, pulling in groups of ships nearby to defend the planet. As you research more, and build more stations, the fleets get larger, and more powerful.
Effects Update
Cole Protocol, and Sgt. Toothpaste, have been hard at work revamping our particle effects for the mod, and we think you'll be mighty pleased with the fruits of their labor. From explosions to fleet buffs, we've taken care in attempting to improve the visual fidelity of the mod, to keep you focused on the battle at hand.
Scale Chart
Thanks to the hard work of ElijahBI, and WyvernZu, we've also created the most beautiful fleet scale chart for both factions we've ever had. Clicking the image above will take you to Elijah's deviantArt page, where you can download the file in all of it's radiant beauty. We've also included the chart as promotional material inside the download for 0.80
Download
The mod can be downloaded from the link below. Please spread the word about this release, and help us reach out to those in the Halo community who might want to play an experience like this, but don't yet know about the work we're doing!
Hotfix
SotP 0.80.1, a hotfix for 0.80, is live.
Fixes include:
- player crash in Flood mode resolved
- Epoch VO placeholder patch
- Correction of CRS and SDV strings to correctly describe their role.
If you downloaded SotP 0.80, you will need to redownload the mod from the same link above.
Social Media
You can find Sins of the Prophets spread across the internet!
Very well done guys. This is by far in my top 3 mods list. I love the models and its just amazing. Keep up the good work!
The joys of authorization.
Lovely profile pic there.
Who doesn't like a little otherwordly tentacles?
Losers! That's who!
Dont mind me but, Would u mind to bring back Warday?
Thanks for awesome job.
why doesn't the unsc get the shield upgrade?
It was removed for concerns regarding multiple bugs we could not fix and that it completely obliterated the UNSC's balance consistency. It changed them from weak ship spam to strong ship spam.
Do you plan to re-add them to post war ships like the Autumn Class Cruiser?
Is it normal that 1 Patrol Station Tier IV can destroy two entire U.N.S.C Fleets ? It is a little bit op but its funny to watch. Slugfest Studios does a great job with Sins of the Prophets.
(PS: Will be different Languages avaiaible in the future)
Erm, quick question: The Covenant CRS cruiser, is the model supposed to be a smaller but otherwise identical version of the CCS cruiser?
Yes. That's exactly what the CRS is.
Halopedia.org
Finally a new version!!! i really like the new main menu, it's sick!
btw is there a way to scale the hud/font? i'm playing at 1440x900 and the hud/font is unusually large, particularly the font.
Where's Strident-class??? :(
Build Infinity.
its one of its abilities and it looks amazing look on the bottom of the ship and you will see
Great update! Although UI transparency is a bit of an issue when selecting units, you can see them but can't select them.
Seems as if USNC is severely under powered. Entire fleets get wiped out even on easy settings with a lot of hull / repair / weapons upgrades???
The Covenant is supposed to be extremely overpowered when comparing 1:1 ship strength with the UNSC. The UNSC have a really strong "alpha strike" with their mac cannons and can be built faster and cheaper than covenant ships. The mod is designed (last I heard) so it takes about 3 UNSC ships to take down a comparable Covenant ship.
Please read the books.
Yeah pre-war and wartime UNSC ships were severely outmatched but post-war ships like the Autumns and Stridents aren't because of improved armor, weapons, and the added shields. Do you plan to re-add shields to the post-war ships?
Yeah I understand the point of the books, but it actually makes the game too difficult in my opinion. If I cluster a bunch of MAC guns with some anchor stations and create a ridiculously stupid OP killzone, I can hold colonies, but that's literally what it takes. I can create a fleet comprised of nothing but the Infinity, the Autumn-Class Cruisers, and spam the **** out of something like Halberd-Class Destroyers, and it will just get obliterated by maybe 1/3 the same number of Covenant ships. The infinity seems outmatched by the Covenant too, it doesn't take NEARLY as many covenant ships to take down the infinity, while it takes every UNSC ship in the fleet to take down one of those OAS-class carriers.
That fleet I mentioned? I ordered all 31 Autumn-Class Cruisers to attack the OAS-class carrier. I lost 20 of them to that thing alone, maybe more. Rest got wiped out cause the other covenant ships obliterated the non-capital ships.
I'm not good at this game, no. But it does seem very unbalanced, despite the objective to sticking to the Canon. The covenant can build a massive fleet and attack me before I can have a fleet built capable of taking them on or colony worlds with adequate defenses.
To be fair you need to up the power of the Nukes and the initial MAC volley. I mean I have instances where with the help of 2 orbital guns and some sabre stations I held off 20-40 covenant warships with a single Marathon-class cruiser, and instances where I send 300 ships into a system and they just get wiped out with minimal covenant casualties. And this is playing on Normal.
A big issue is the frigate AI. I can order my fleet to attack, and the frigates completely ignore it and want to fly straight through the enemy fleet. Stalwarts are particularly bad.
Maybe make the standard Halcyon-class really meaty or something. Can suck up a ton of firepower, but on it's own is pretty lacking in it. After all in Halo Wars the UNSC Pillar of Autumn with 1 Destroyer and 2 Frigates took down 2 CCS-Class Battlecruisers. In the other canon novels like the ones about Admiral Cole, it takes 7 frigates to take down a Covenant frigate. In exchange just double or triple the fleet cost of having the Halcyon/Autumn class. So you have warships that can 1v1 a powerful covenant ship, but are costly, just like the Halcyons canonically were.
Because of the balancing issues, I have yet to take a single covenant colony. I can usually recapture a planet they took if I order both my allies to attack it, and then I'm left dealing with the other two covenant fleets attacking in two different places.
Just some suggestions for improvement from my point of view. It really seems impossible to win as the UNSC.
The easy thing to do though might be to nerf covenant fleet sizes. But really for playability purposes I think buffing the UNSC somehow is really going to be what's needed.
0.75.1 felt a lot more balanced, until you built so many MAC guns and the AI bugged out and stopped building fleets.
@flavivsaetivs
I went through a 1v1 slugfest with a heroic aggressive Covenant AI just yesterday (and won). Here's my cents on playing the UNSC and the situation you described, for whatever it's worth.
Paris-class vessels need to be fielded in mass. Autumns and Halberds alone (even with the Infinity) will never cut it. I field twice as many Paris as I do Halberds per combat fleet. They help in taking the damage that would otherwise destroy more important vessels. As tech upgrades are researched, their numbers will provide substantial DPS as well.
Fleet composition and tactics are key. A combat fleet of mine mid-match consisted of 40 Paris-class, 20 Halberds, 10 Halcyons, 10 Stalwarts (for anti-strikecraft), an Autumn, one Marathon, and a Valiant. A Valiant or two with the right upgrade can help with buffs, especially when attacking into a system. (The Punic does as well if I remember correctly.) A support/ auxiliary fleet at the same time had a Valiant, a Phoenix AS, two Epochs, six Eions, ten Stalwarts, and four Cradles. I usually have my fleets hold position, be it when attacking into a system or defending alongside ODPs and Anchor Stations, unless clearing out the remaining structures of a hostile system after enemy vessels have been dealt with. Having them move to (try and) establish a front line, then hold fast, lets the enemy stroll into a wall of MAC rounds when an engagement takes place.
Also, the Infinity is best microed it seems. I assign it to a hotkey and turn its auto-join fleets off. One of the first upgrade points goes into proximity slipspace jump, and I disable the auto-cast on it. If it ever gets into a jam the slipspace ability can get it out of harm's way, behind a fleet and/or in a position to jump out of the system.
Oh also is it possible to make ship names longer? I like having the "UNSC" in front of the name, but can't write out "Constantinople" or "Feeling Lucky" after it. I like naming the ships after canon ones.
I delete the UNSC part to name my ships. Also, no I don't believe they can remove/increase the in-game character limit. It's a hardcoded limit.
(buried)
1366 768
the ui at best is ugly
it also takes way too much space
Could you elaborate?
current state only
stuff is simply not displayed properly
it is as if the game thinks i am using a higher res screen
Then it's an issue with your game and not the mod. You should probably word your feedback better than just saying something is ugly. I've spent over a year working on the UI for this mod so hearing stuff like that is like a huge slap to the face.
I love the new ui is it possible to put how many weapon systems are on the ship
Glad you like it! Sadly I don't think there's any way to do it.
I rarely comment on mods but one of the first things I thought when I loaded the mod was wow they have done a great job on the UI, when I spotted this comment I felt the need to break my silence. Great job! My only comment on the mod would be end game UNSC ships could do with more umph aka shields or better armour/regen
This is because your running your game at an unsupported resolution.
I downloaded this mod and the UI from 0.75.1 is gone, and the menus seem messed up. Did I miss something? I followed the install instructions.
Your download might have been messed up but I can't tell for sure. Could you provide some screenshots of the problem?
It's got the classic Sins UI, and the Menu is kinda stretched or scrunched (that might just be the weird aspect ratio of the Surface Pro 3 tablet). I'll send some screenshots, I'm testing it on my laptop to see if I have the same issue.
Thanks for responding!
Oh okay. Yeah I actually have the same problem with my Surface Pro 3 haha. It seems to be a problem with the game itself and not the mod sadly. :/
Yeah. But the custom UI you guys had in 0.75.1 isn't there anymore on either of my installs, and the maps from 0.75.1 aren't there either (I really enjoyed some of them). Don't know how much of that was intentional, or what.
So my question is where are the maps? There's a lot of ones I can't select, like Fall of Hyperion and Warday, etc., that are buried within the galaxy files. Is there any way to enable them?
There must be an issue with your download. Try re-downloading the mod and see if that helps.
I did redownload but that didn't fix it. The only ones appearing are the Chi-Rho map, the 2557 Swords of Sanghelios map, the Will of the Gods, the 1v1 Chokepoint, the 3v3, and all the Random ones.
I got the same thing actually. I thought they just took them out of this version though.(Didn't check the files)
Think this mod is awesome. The only thing I would change would be the ability to see the MAC's firing, they are so dam quick! I can never tell if my defences have fired or if my fleet need new targets. There is a mod for the game Homeworld 2 you should play of you can that uses a white light when the MAC's are fired. Just an idea. Keep up the EPIC work :)
GREAT WORK! I am just have a few questions. Why can't I research shields as the UNSC anymore? I understand the older caps like the Marathon and the Phoenix not having them but it would make sense that the post war ships like the Autumn would sport them. I don't think it would be over powered if Autumns had shields at least as they are expensive and take longer to build. Also I love that the Infinity can drop its payload of Stridents like in Halo 4 but why can't you build them like any other war ship? Apart from that this is an amazing mod and I don't think anyone could have brought Halo to Sins any better!
So I've been playing the new version and I like the changes and additions. However, the bug that makes the Covenant AI go "baby eating lead paint" level of stupid seems to be effecting both factions now, but at random. I've had games where the the AI works fine and then I've had games where the AI won't colonize planets. It will still break it's economy building fleets, thanks to the base game hard-coding, but won't do much else. And this is on all difficulties.
I've also seen the fleets completely fly out of the system, onto phase lanes, but they aren't jumping to another system. This is quite annoy, but there's a reason this mod is still in alpha. :) It was also in the last version. Is this another vanilla bug that was just made more apparent or is it specifically with this mod? Again, awesome mod otherwise. :D
P.S. If you want screenshots for any of this please give me time. This all happens at random after all.
Is it compatible with 1.83?
HOW DO YOU PLAY THIS AFTER YOU DOWNLOAD IT!?!?!?!?
If you go into your documents folder you should have a folder called 'MY Games'. In that should be 'Ironclad Games'. In that should be 'Sins of a Solar Empire Rebellion'. And in that should be 'Mods-Rebellion v1.82'. Once you've unzipped the mod grab the 'SotP Alpha v.0.80' folder which is inside the 'SotP_Alpha_0.80.82' unzipped folder and copy it into your mods folder. Also copy the 'EnabledMods' file and move that in the mod folder as well. Then you'll need to allow the game to use more ram by double clicking the 'LAA' file. Click on the small box with the 3 little dots on and locate your Sins of a Solar Empire Rebellion exe file. Mine is in Program Files/Steam/steamapps/common/Sins of a Solar Empire Rebellion. Then check the box to enable the game to use all of your lovely ram and press the save button. Now when you launch the game the mod should take over and load. When you want to add any other mods just add them into your mods folder and change the 'EnabledMods' file. Hope I explained it easily enough and good luck wiping out the covenant! :)
I enjoy this mod, but I must say... it's damn fast. As in the combat is over so quickly. I really like enjoying the battles but I'll bring a fleet of 50 ships against another fifty ships and before I can even properly witness the ships firing... 10-15 are dead. Maybe that's just the nature of this particular mod and the only way to balance the two sides, if so... oh well.
If your fleet is a UNSC one going against a Covenant one, the UNSC fleet needs to be bigger then the Covenant one in order to win. According to Halo canon, UNSC ships were weak and outclassed by most Covenant ships. The UNSC needed to outnumber the Covenant at least three-to-one to have any chance of beating them,