CanadaMan777 CanadaMan777

Sins of the Prophets [MOD]

Sins of the Prophets [MOD]

The Halo mod for SoaSE

 

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

749,965 views 277 replies
Reply #126 Top

canadaman, wanna do a gundam mod or the mod u possible wanted to do?( with the current military style but in space?)

 

Reply #127 Top

Sorry to be captain obvious but have you cleared this with bungie? I mean the mod looks EPIC and is so close to completion, it would be a shame for bungie to come along and be like 'yeah we own the rights...and you didn't ask us so shut down' X(

AWESOME JOB ON THE MOD BTW!!!!! YOUR DOIN' AN EXCELLENT JOB \o/  

Reply #128 Top

Quoting Jihad110, reply 127
Sorry to be captain obvious but have you cleared this with bungie? I mean the mod looks EPIC and is so close to completion, it would be a shame for bungie to come along and be like 'yeah we own the rights...and you didn't ask us so shut down'

AWESOME JOB ON THE MOD BTW!!!!! YOUR DOIN' AN EXCELLENT JOB  

Bungie doesn't own the rights, Micro$oft does.

And it'd only be a violation of rights if he was making any sort of profit at all, even donations, off of this work.

I'm so pumped to see this, and even more so to hear that a release is on the way soon! Can't wait!

Reply #129 Top

Quoting NHD-151, reply 128

Quoting Jihad110, reply 127Sorry to be captain obvious but have you cleared this with bungie? I mean the mod looks EPIC and is so close to completion, it would be a shame for bungie to come along and be like 'yeah we own the rights...and you didn't ask us so shut down'

AWESOME JOB ON THE MOD BTW!!!!! YOUR DOIN' AN EXCELLENT JOB  
Bungie doesn't own the rights, Micro$oft does.

And it'd only be a violation of rights if he was making any sort of profit at all, even donations, off of this work.

I'm so pumped to see this, and even more so to hear that a release is on the way soon! Can't wait!

Actually, if Microsoft can reasonably prove that the mod would lower sales of their own products than they could shut it down. I've seen free mods meet that fate before.

Reply #130 Top

You mean like Halogen? That was hilariously unfair...

I doubt he'd have a problem here though. I think the Halogen affair was just because they were also working on an RTS, and though this one is also an RTS, it's in space, not on land, so it's something different and i doubt their planning anything like this.

 

Reply #131 Top

Quoting NHD-151, reply 130
You mean like Halogen? That was hilariously unfair...

I doubt he'd have a problem here though. I think the Halogen affair was just because they were also working on an RTS, and though this one is also an RTS, it's in space, not on land, so it's something different and i doubt their planning anything like this.

 

Halogen and a DBZ quake 3 mod called Bid for Power. I'm sure there are plenty of others, but those two come up off the top of my head. I'm not saying it's likely in this case, but just because a mod is free doesn't mean it can't be shut down for copyright infringement.

Reply #132 Top

Let me just voice my severe doubts about them coming along and stopping production right now.

However, if they DID: Let's just say it would be pretty easy to release on every single torrent site available. But it definitely won't come to that.

Reply #133 Top

thats the spirit, fuck the i own the rights to this and that even though people aint making money off it. Stupid rule, thank god i dont live in a country where such laws apply.

Reply #134 Top

As someone who worked with the Halogen team and was around for the discussions with Bungie and Microsoft I can tell you that the chance of Sins of the Prophets being shut down is very remote.

Reply #135 Top

Quoting Swiss, reply 134
As someone who worked with the Halogen team and was around for the discussions with Bungie and Microsoft I can tell you that the chance of Sins of the Prophets being shut down is very remote.

Boom. Right from the horse's mouth. Case closed.

Reply #136 Top

I've been reading all the posts and information I've found about this mod, and I've to say that's just incredible. I've to congratulate you, CanadaMan, for this awesome work.

But after all this time looking this mod I have two questions that I can't resolve for myself.

First question: In the final mod, have we only two cap. ships, the supercarrier of the UNSC, and the Assault Carrier of the Covenant?

Second question: Have the UNSC ships only two type of weapons?  (MAC and Archer missiles)

As I've said before, thanks for your incredible work with this mod, all fans of Halo Universe will be in debt with you.

Reply #137 Top

UNSC will most likely be armed with auto-cannons and lasers as well as it is the normal UNSC armament(For those of you who dont know, pulse lasers were equpped on prowlers and at some point im sure they became standard for other ships)as for the autocannons at the vry least the will be anti air defense.

Reply #138 Top

actually the unsc ONLY had them on prowlers like you said,but they never made them standard on bigger ships,standard armemant was aa autocannons,MAC gun,and LOTS of archer missiles

Reply #139 Top

so, just give the unsc ships missiles, autocannons, and variants of the gauss railgun ability.

Reply #140 Top

or youy could just give them the gauss weapon type?

Reply #141 Top

Well, right now standard armament for the UNSC consists of MACs, Archer missiles, point defense guns, and various gauss deck guns (like on the SoF).

Reply #142 Top

I have to ask is this mod like the big dig in boston its just never going to be done and released? ive been watching it for some time now and never seen a hint of a release date.

Reply #143 Top

Quoting fredled, reply 140
or youy could just give them the gauss weapon type?

from what i understand of halo canon the mac guns are used more like abilities, firing periodically at a certain target.

Reply #144 Top

So far you mod developers seem to be doing brilliant work. I am waiting very eagerly for this mod to be released.

 

What is the UNSC fleet lineup for this mod? Fleet lineup meaning which particular class of starship is to be used for the dedicated roles in sins such as scout, basic combat frigate, carrier cruiser, battleship capital, etc. This is what will be most interesting to me.

Reply #145 Top

Quoting a110, reply 143



Quoting fredled,
reply 140
or youy could just give them the gauss weapon type?


from what i understand of halo canon the mac guns are used more like abilities, firing periodically at a certain target.

so then just change the PREBUFFCOOLDOWNTIME to be like a MAC

Reply #146 Top

Quoting fredled, reply 145
Quoting a110, reply 143

so then just change the PREBUFFCOOLDOWNTIME to be like a MAC

 

That is a good suggestion. If we change that than we can make the MAC like it really is, firing large slugs at a target periodically while Archer missiles and autocannons and constantly being fired.

 

Reply #147 Top

i would prefer it as an ability because that way you can give all the ships the order to target with ther mac gun a specific ship i mean it is the only weapon that can realy hurt the shields of the coveant ships without a mac you can shoot hours with the archer rockets and nothing happends

Reply #148 Top

if you code it as n ability then it can be disabled just like any other ability

Reply #149 Top

I don’t think it will be a good idea for the MAC to be available as an ability since like fredled said it can be disabled plus it will require anti-matter for use which can be drained by certain abilities. Also after a few phase jumps ships will be starved of antimatter and will be unable to fire the MAC. It will be best if they just change the coding so the MAC has a greater default cooldown so it fires periodically at a target as it is supposed to.