THE YEAR IS 2543, nine years before the end of the Human-Covenant war. Humanity and the Covenant are in the thick of their conflict. The UNSC is constantly being pushed back deeper into their own territory.
For now, the flood sleeps, the sentinels continue their age old work, and the genocide continues.
Will you defend the remaining UNSC colonies to the death or guide the Covenant to certain victory?
Gallery:
(UNSC)
(Covenant)
Downloads:
Sorry, none yet. The first version will be for Entrenchment only, with versions coming out for the different versions of Sins as well.
Keep up to date:
Visit our new forums http://danmangames.com/forums/index.php?board=61.0
or see our moddb page http://www.moddb.com/mods/halo-sins-of-the-prophets
Very nice weapon effect, Drodeka! I can't wait until I'm seeing vollies of those and MAC rounds criss-crossing my screen.
It looks very good, though it strikes me as a bit non cannon, as in, it is stated that sure, they do trace, but they are also slow, and have a high chance of missing, a lot like a needler in HALO Combat Evolved, sure it does trace, but give it an agile enough target and it won't hit it. That is what gives the UNSC ships survivability, that they can evade, otherwise, covenant wipe us out in an instant.
I suppose that they could change the visable amount of tracking, but it doesn't really matter. In SINS, if you're fired at, you're hit.
Not entirely. There's coding so there can be misses.
All that is also seperate from the actual effect correct cause i think i did a farely good job considering i have never played the game and was going by a small picture.
I'd love for you to tell me how. For a while I've wanted powerful weapons that are very innaccurate, but all the accuracy modifier in sins does is apply a blanket +/-% damage to all weapons fire.
But the particle effects don't actually "miss". Any missile (or whatever weapon) will always hit its target, regardless of accuracy. Misses only occur in the fact that the target doesn't take damage for being "hit". So really, the misses don't do anything other than effectively lower the damage of the weapon/weapons.
By thinking outside the box, it can be made that by example missile can miss or be intercepted... abilities can be used for replace usual weapons... let say that a ability use antimatter for create a missile in the same way that a bombardment platform is created... we can always code the missile like a ship, with speed, turn rate, etc... so missile can be killed by the target weapons or can miss if turn rate, or speed is lower that the target... for the hit, maybe something like the ram ability who have appear in a few mod... missile ram the target, deal damage and destroy itself...
The first mod who was created for sins was using a similar system... in fact, it was a mod for the beta sins, before the official release... and these mod was already with mines !!! the code of thee mod will not work anymore with actual version but the idea is always good...
Only back side in so case is that your antimatter is like your ammo... no antimatter, no shooting...
Or you could simply give the ability no antimatter cost.
Thats true. I didn't put them in anyways.
Hey Canada man i am pretty sure i am done with the Plasma torpedo effect except for a few things. First, do you want me to make a muzzle effect. Second, does it look alright. Third, for the needler i may need a mesh for the center purple thing and with all i am doing with my mod and yours i really don't have time to do it myself.
Excuse my language, I did not mean to offend you, as I really did enjoy the way that looked, but as a cynical HALO fan boy I have the urge to pop up and criticise everything which so much as bends cannon, as long as it is HALO related. You did an outstanding job with the effect, it's just that it should either be a tad slower or miss more, to fit with cannon. Again, excuse my language if I offend you, and yes you did a very god job on those effects.
The part of the effect you don't like, i have no control over that is all done in coding so canadaman will most likely fix that when i give it to him.
Yup, thats my job.
I'll make it canon, all he did was replace the effect with the vasari's missile in the beginning. So don't worry about it.
As for the particle, send it on over. I don't need a muzzle effect for it, as I couldn't see one in Halo 3 anyways.
I'll get to work on a needle model in the meantime.
And where should i send it, Email?
Just upload it somewhere and pm me the link
Or become members of the DMG forum, and make a post in the CanadaMan section with the file attached...
e.. and were is the image of Sulaco carrier and Super Carrier??
"Dramatic Music" Here is your Torpedo Sir!
BTW make sure the Effects mods textures are in your textures folder cause the hit effect uses one of them.
"edit" Forgot you wanted them PMED Working on that now.
hey canada man... i heard about this halo project a few days ago... and i think it looks amazing. i would help you guys mod it buy unfortunatly the only computer capable thing i can do with S.O.A.S.E. is galaxy forge. lol. but anyway im a huge halo fan and im looking forward to the release. also... if you can teach me how to mod and use some of this modding stuff... i would happily help you guys out.
so whens this suppose to be done?
A mod is always a work in progress. So its never done...
ok whens it suppose to be released for download then?
Why don't you try incorporating Mansh00ters Dynamic Battle System mod. I think that would make things a little more realistic.
It isn't about realism, it is about staying true to Halo canon. In Halo canon most fights between the UNSC and Covenant basically involved firing lines of vessels much like musketeers during the 16th and 17th centuries.
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