Dark_Lord1399 Dark_Lord1399

Halo MOD?

Halo MOD?

Ok so I am just throwing this idea out there because I am a Halo fanatic and I think that this game could easily incorporate the Halo universe into it. I am not a very good designer but I can provide support and more ideas. There are already two races that could easily be changed into the Humans and the Covenant( TEC and Advent). All we would have to do would be to change ships some and add  gauss guns to most TEC Cap ships. I know this might take a long time but if it means that we will finally have a Halo space combat game then it will be well worth it.
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Reply #76 Top
Its a good start but I dont fell like the poly count nor the detail level is as high as I personally would want it to be. I want to get as close to the games in terms of graphics. But the effects are wounderful.

Also, I should note that UNSC frigates only have one MAC cannon and that is in the upper part of the "fork" that make up the fore of the ship.

One question I have to as is should the regular weapons be the Archer missiles with the MAC gun being just on a slow recharg time or shoudl the MAC cannon be a special targeted ability? I would rather have it being a regular weapon as it free up antimatter for some other abilites. [I want UNSC ships to have a slow antimater recharge and the Covvy to have it being higher but more reliant on special abilities]
Reply #77 Top
I could do it but the turn around would be pretty slow, the modding doc's on the downloads page cover how to make them in XSI very well, however if ya not using XSI I have no idea. either way I can give it a go but like i said i probably wont turn them out very fast (Uni exam season... should be revising as we speak :P)
Reply #78 Top
Acolyte: If we were gonna make them game realistic we are gonna need a great skinner and unfortunately i am not one. Once again, CALLING ALL SKINNERS!

TES2312: I totally understand, make school your first priority. Just any help would be fantastic, no matter how small.
Reply #79 Top
Yea I know they only have one but when I was making it, it was to tempting to double the fire power :P, and as for detail level I know its low (the whole thing is just under 500 triangles :P) but this is the first model I've got into the game that ive been able to apply even a basic texture to, I made a ~5000 triangle "low detail" version but I cant for the life of me work out how to even start getting a skin on it, let alone making textures that would look anywhere near half good looking. :P
Reply #80 Top
Yeah I'm in no rush with this either. We can use placeholders even as balancing the game out right is gonna take a long while. It also give us time to find skinners. I'm sure one fan out there would be willing to help us out. Skins shouldnt be to hard to do, just hard to make right.

EDIT: Also would we be able to input some other mods like having bigger planets and gravity wells and some of the graphical upgrade mods aswell? That would really round it out.

How we are going to do the Halos.... I have no idea. My first thought is to have the setting during the Human-Covenant War before the Halo Rings are descovered. It also helps out with giving the Hayclon Capitals access to the Spartan-II ability.
Reply #81 Top
Yeah once this mod has skinners I'm sure it will sky-rocket, like I said I don't know how much help ill be with current time constraints but im happy to join the team if you guys'll have me, also if/when i find a way to move models from sketchup to XSI effectively might be able to put this lil (way non cannon) unit I made a few years back into the game, she's supposed to be battleship, currently 3 times the size of the PoA,

Reply #82 Top
Yeah once this mod has skinners I'm sure it will sky-rocket


Good luck. DoV's been looking for skinners for like..three months. There's a lot of modelers in the community, but skinners are pretty rare. :p
Reply #83 Top
TES2312 That looks like it would be a good start for the Super Carrier. Seeing as we dont know whta it looks like. It's tall hexagon shape reminds me of the smaller cruisers.
Reply #84 Top
I could do it but the turn around would be pretty slow, the modding doc's on the downloads page cover how to make them in XSI very well, however if ya not using XSI I have no idea. either way I can give it a go but like i said i probably wont turn them out very fast (Uni exam season... should be revising as we speak )


I hear ya, I got debates in a month and exams in a month and a half. If you need anything from this semi-noob modder, ask.
Reply #85 Top
. . .not anything. Can't do models. :NOTSURE: 
Reply #86 Top
The best way I think of balancing, is make Covie ships about twice as expensive as human ships, but VASTLY more powerfull. Like a single covie cruiser is capable of taking on, and winning, against three human cruisers. The covies should have that sense of complete power. While in the series the covies not only overpowered the humans, but outnumbered them to. But then you just can't possibly win lol. So I'd rather have power over numbers.

As for covie ships, they should deal IMMENSE damage against human ships, and also have extremely strong shields. Since, while Acolytes suggestions were good, they weren't true to the series. Covie shields were absurdly strong, but not so much in a recharge rate. You could take them completely offline with enough firepower (allthough they'd come back online in like, less then a minute.) Also, it took several MAC rounds to bring down a covie ship.

I also think the MAC gun should be a special ability, just don't make it cost antimatter or anything, simply give it a cooldown. Considering human ships rarely ran out of MAC rounds during combat, but the MAC's did take a while to recharge between shots. Also, one thing I'd LOVE to see, is slipstream. The Covies had pin-point accurate slipstream, while the humans didn't. You could show this ingame by allowing the covies to enter/exit "phase space" much closer to a planet, and also make them exit in MUCH tighter groups (Like all within a few inches of the phase lane).

However the humans have very poor slipstream, so they enter/exit much farther from a planet, also their ships exit in a much wider area. So like, an entire section of the gravity well would be littered with human ships, since they're inaccurate, human ships had to come out of slipstream far from eachother to prevent collisions and whatnot. Those are my ideas for now, glad to see this mods getting under way.
Reply #87 Top
"The best way I think of balancing, is make Covie ships about twice as expensive as human ships, but VASTLY more powerfull. Like a single covie cruiser is capable of taking on, and winning, against three human cruisers. The covies should have that sense of complete power. While in the series the covies not only overpowered the humans, but outnumbered them to. But then you just can't possibly win lol. So I'd rather have power over numbers."

-This is exactly what we are doing and has been said multiple times.


"As for covie ships, they should deal IMMENSE damage against human ships, and also have extremely strong shields. Since, while Acolytes suggestions were good, they weren't true to the series. Covie shields were absurdly strong, but not so much in a recharge rate. You could take them completely offline with enough firepower (allthough they'd come back online in like, less then a minute.) Also, it took several MAC rounds to bring down a covie ship."

-Their sheilds will be strong, but for gameplay and balance reasons I am toying with the quick recharge idea. Its the only way useing the game mechanics that we can have certain weapons "punch" through the shields. Its not totally true to the series but its a sacrafice that should be made IMHO.


"I also think the MAC gun should be a special ability, just don't make it cost antimatter or anything, simply give it a cooldown. Considering human ships rarely ran out of MAC rounds during combat, but the MAC's did take a while to recharge between shots. Also, one thing I'd LOVE to see, is slipstream. The Covies had pin-point accurate slipstream, while the humans didn't. You could show this ingame by allowing the covies to enter/exit "phase space" much closer to a planet, and also make them exit in MUCH tighter groups (Like all within a few inches of the phase lane)."

-The MAC gun being a regular weapon would have a long reload anyway. If it doesnt use anti-matter there is no use making it a special ability and have to code it in. I only see if worth being a special weapon in that autoenable can be turned off cand players can focus fire them on their own. The bit about slipstream. I've wanted to do this but the accuracy is code into the game constants I think and you cant just affect one race. What we can change individually [I think] is the speed of travel. SO I'm going to give the Covenant a higher speed.
Reply #88 Top
TES: As for sketchup models into XSI, all the models I have ingame as of right now are from XSI (and i currently have 5 with 1 on the way). There is no "secret" to getting them in there. Export the models into XSI from pro, some of them work others don't. I have no idea what the case is for that.
Reply #90 Top
"The best way I think of balancing, is make Covie ships about twice as expensive as human ships, but VASTLY more powerfull. Like a single covie cruiser is capable of taking on, and winning, against three human cruisers. The covies should have that sense of complete power. While in the series the covies not only overpowered the humans, but outnumbered them to. But then you just can't possibly win lol. So I'd rather have power over numbers."-This is exactly what we are doing and has been said multiple times."As for covie ships, they should deal IMMENSE damage against human ships, and also have extremely strong shields. Since, while Acolytes suggestions were good, they weren't true to the series. Covie shields were absurdly strong, but not so much in a recharge rate. You could take them completely offline with enough firepower (allthough they'd come back online in like, less then a minute.) Also, it took several MAC rounds to bring down a covie ship."-Their sheilds will be strong, but for gameplay and balance reasons I am toying with the quick recharge idea. Its the only way useing the game mechanics that we can have certain weapons "punch" through the shields. Its not totally true to the series but its a sacrafice that should be made IMHO."I also think the MAC gun should be a special ability, just don't make it cost antimatter or anything, simply give it a cooldown. Considering human ships rarely ran out of MAC rounds during combat, but the MAC's did take a while to recharge between shots. Also, one thing I'd LOVE to see, is slipstream. The Covies had pin-point accurate slipstream, while the humans didn't. You could show this ingame by allowing the covies to enter/exit "phase space" much closer to a planet, and also make them exit in MUCH tighter groups (Like all within a few inches of the phase lane)."-The MAC gun being a regular weapon would have a long reload anyway. If it doesnt use anti-matter there is no use making it a special ability and have to code it in. I only see if worth being a special weapon in that autoenable can be turned off cand players can focus fire them on their own. The bit about slipstream. I've wanted to do this but the accuracy is code into the game constants I think and you cant just affect one race. What we can change individually [I think] is the speed of travel. SO I'm going to give the Covenant a higher speed.


The MAC gun doesn't have to be an ability to have a cooldown, if it is a weapon just set the cooldown time at about a minute. Same with the covenant plasma.
Reply #91 Top
Done a little updating with the Frigate, Nothing much to the model other than making it more cannon by removing my extra MAC, but its attacks and such look nice, mainly thanks to mixing in bailknight's graphicmod v1.2, Currently the MAC is just an over sized (10* bigger) orbital defence gauss cannon round, when it impacts it produces the same effect as the TEC planet bombing effect, and the firing effect is the one form the Marza using its raze planet ability, oh and ive made the MAC a bombing weapon. anyway here's some pics let me know what ya think

Frigate unloading all forward missile bays


A few Frigates firing their MACs


Frigates VS Planet


And heres a close up of the MAC rounds





Reply #93 Top
Did you use the shot from the Novalith in place of the MAC?
Reply #94 Top
a bit optimistic, but any eta? really looking forward to this mod.
i wish i could model, but all i can do is code, and i don't think you need any extra coders. but if you need a beta tester, i'm avaliable on weekends.


@Thomas Fife

[quote="TES2312"]Currently the MAC is just an over sized (10* bigger) orbital defence gauss cannon round, when it impacts it produces the same effect as the TEC planet bombing effect, and the firing effect is the one form the Marza using its raze planet ability, oh and ive made the MAC a bombing weapon.[/quote]
Reply #95 Top
a bit optimistic, but any eta? really looking forward to this mod.
i wish i could model, but all i can do is code, and i don't think you need any extra coders. but if you need a beta tester, i'm avaliable on weekends.


@Thomas Fife

Currently the MAC is just an over sized (10* bigger) orbital defence gauss cannon round, when it impacts it produces the same effect as the TEC planet bombing effect, and the firing effect is the one form the Marza using its raze planet ability, oh and ive made the MAC a bombing weapon.


woops, sorry 4 double post
Reply #96 Top
TES, I'd like a word with you.

PM me your email and I shall add you on msn, I have a proposition for ya.
Reply #97 Top
 Super Carrier Production information Class Carrier Technical specifications Length Greater then 2000 meters Mass Greater than 1600tons  



I didn't know that they made Carriers weight 1600 tons. That it weights less than the UNSC Destroyer and FrigatesJust using a referance but the USS Nimitz weights 170,000+ which makes it a Super Carrier by its shear weight.
Reply #98 Top
TES it's interesting you made it a bombardment weapon. The MAC was used against other ships and I believe if the UNSC was glassing a planet they just used nuclear ordinance.
Reply #100 Top
He didn't make the MAC an orbital bombardment weapon, he just used to effect for the firing of the MAC.


Nope the MAC is an orbital bombardment at the moment (as well as a ship to ship weapon), mainly because when it comes to halo I have somewhat of a MAC fetish :P, but I'm planning on making a few changes, probably will have a missile form of orbital bombardment for the frigates as there MAC shells are rather precious (they supposedly only carry 6 total), however some of the larger ships will probably use MAC's for orbital attack, next thing I'm going to try and implement is an area of effect nuke ability, but have no idea where to start yet so I'm going to do some looking around the forum, which would be made a lot easier if this forum had an advanced search option ...or if it does have it I could find it :P