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
davidt0504,
it sounds like it is one of the solar sins derivitives like 7 deadly sins or distant stars,
unfortunately the planet mods will not stack with conversion mods as they BOTH NEED altered manifests and playerRACE.entitys. from what I have read in this thread there are only the standard sins planets and no planets from the solar sins mod family.
harpo
thanks harpo, I kinda had a feeling that was the case. How are people making maps that use these altered planet types?
davidt,
distant stars has a galaxyforge addon which is the galaxscenariodef & icons that replaces the default galaxscenariodef in the galaxyforge folder and allows galaxyforge to create maps with these planets.
dude you're a lifesaver. I had already found the galaxy forge addon but I just had a little mixup with it but now got it working. Thanks again
the readme included with the maps state that they are FOR 7 deadly sins, so my initial guess was good, and as I had stated in reply 101 the halo mod will NOT stack with 7 deadly sins OR distant stars due to each mod NEEDING their own entity manifest and different playerRACE.entity's and other entity files. to get the halo ships with the planets you would have to merge the mods by adding the planet*.entity's, meshes & textures, the abilities and buffs that they refer to, the researches related to the planets, and then adding the extra entries to the playerRACE.entity's, so a fair bit of work.
my suggestion is to use the standard planets so that you do not NEED to make your own halo mod with planets to play the maps
If you're serious about mapping, I'll shoot you a pm soon. I'm adding custom planet types right now (ie flood Infected world, Forerunner Shield World) that I would love to see in a campaign style map.
that would be awesome. What about the rings? I remember reading somewhere about your mod that you are planning on making campaign style maps that revolve around either destroying or activating the halo rings. This stuff can only make the mod better
remember reading somewhere about your mod that you are planning on making campaign style maps that revolve around either destroying or activating the halo rings.
Well, that was the general plan, but I never got the Halo rings working to my satisfaction. The most they would do is destroy planets one at a time, very fast. Not ALL of them at once.
They'll still probably be in the mod, orbiting rare types of Gas Giants.
I wonder if there's a way you can use the explore option and give them a planetary bonus. Like the Distant Stars mod has a planetary bonus called deadly secret and when you discover it, your planet is destroyed. I wonder if you could some how mod it so that there is a planetary bonus that either lets you win or lose the whole game by activating the ark. Or win or lose certain planets by activating specific rings.
also here's an idea as far as unique planets goes. Instead of having just one type of planet being the flood controlled planet. Make a flood controlled variant of each type i.e flood controlled terran, flood controlled desert etc. Also the flood could be the pirates and there could be negative planetary bonuses that are flood related, to the point that you either can't colonize that planet or you need specific research to colonize.
If there were flood controlled variants of planets, and you get the research to colonize it, then the population growth should be really, REALLY slow, to simulate the pushing back of the flood infestation on that planet. If you are unlucky, and get a planetary bonus like a Gravemind on one of these planets, then the growth is either nil or you lose control of that planet.
Or you could make those planets get a small group of flood-controlled ships (like rebels) that jump into the grav well every so often.
To balance out the incredibly small growth or small population on the infested planet, either the tax rate should be really high or there should be a lot of asteroids around it.
yeah I second what NHD says. Definitely would make the game feel much more immersive into the halo cannon.
how do i post pictures?!?!?!?!
oh,and ya the flood thing is a good idea but i would think that if their could be an ability where the flood could be an unselectable player that has a 50% chance of being in the match and if it is then it can ivade your worlds and so on..
Basically, the best role we could find is a replacement for the pirates (with the pirate world being a flood home world).
o hey canada wassup,anyways can you tell me how to post pics on here? i found a canon apperance of pulse lasers,unsc slipspace jumping,and covy slipspace jumping,turns out that the covenant jump looks EXACTLY like bailknights phase charge up effect.ill post pics of them as soon as someone tells me how....
hell with it heres the links to the pics:
http://halo.wikia.com/wiki/Pulse_laser
http://halo.wikia.com/wiki/UNSC_Destroyer
with that destroyer link the slipspace jump is at the bottom of the page in a pic
http://halo.wikia.com/wiki/CCS-class_Battlecruiser
with that one it shows what the beggining step of the pulse laser firing sequence looks like,there is a ccs pic with purple missiles al over it at the bottom,and there is the covie slipspace jump next to it.
http://halo.wikia.com/wiki/Energy_Projector
there is another covy wep,it is used as a ship to ship wep and can be used to glass planets,it also has a effective range of 100,000 kilometers...
so canada, based on how things are progressing, do you think we might see a release before classes start back (for me in mid august)?
I should think so. Thats what I'm planning for at least.
ALSO: Loads of updates up at moddb. I don't really bother updating here.
@Fredled: Wrong place to be dumping all these pics. Not to mention 3 posts of image dumping.
Your enthusiasm is commendable though
will there be a download for the normal version of sins.
p.s. game looks great
OH GOD PLEASE!
I CAN'T STAND IT!!
Please, let out a little 'mod' so we can use a Frigate! At least! Please!
The waiting.... it BURNS!!!!
You'll have it soon enough. Just give me a little while longer.
I agree, allthough you have every right to withhold this from us, and if you REALLY dont want to dont.
Many people have been exited about this mod
If you dont release something (they) might find out and shut you down, and if you had not released anything that would be the end of it, by releasing something the mod continues to live on.
(excuses really, I am also REALLY exited about this mod release.)
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