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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Halo MOD

Soumis par battlespud le Lun, 2008-03-24 09:13 SE:V MODs

This mod will be based on Halo pre halo 3 occupation and featuring technologies from the beggining and middle but not end where things get confusing. The mod will feature favs like archer missles and mac guns. also a seperate technology tree for the covenant and UNSC is in the works. Most stock comps and facilities will be removed at finish. However, this mod is hopefully gonna be a total conversion andas such im gonna need some help, especially in the fields of:
>Modeling (i only need a unsc ship set alrady have covies as a stock)
>A map
>AI Scripting (I did a little for the Ukra tal but i would rather have someone comopetent doing it.)
IDEASSSSS THE LIFEBLOOD OF A MOD ARE THE IDEAS FROM THE COMMUNITY This mod needs YOU enlist for the Spud modding team today!
Any help is appreciated, pls aply here
http://www.spaceempires5.com/en-US/node/5424
as id like to keep this post small and mainly for updats though comments are welcome!

Creator: Battlespud
Monday March 24 2008

First Update, Pre-Release

Changed: Ukra Tal(Covenant) AI to be supremely aggressive (Unfinished)
Added: new tech areas and a covenant and UNSC Racial trait taht allows access to one of the tech trees.
Added: Covenant Ships with increased tonnage over stock and UNSC.
Changed: Names of ships to make a cruiser the largest and the rest denominaitons of cruisers and frigates.
Added: Halo (and some stargate Sticking out tongue) components such as:
> Point Defense Railguns
> Heavy ship-ship railguns
> Tactical SHIVA Nukes (Increased damage by around 8 to counter increased shields)
> AI
> Different types of MAC Guns
> Slipspace Drive
> 4 types of Archer Missles
> Engineering bays and more!

Changed: made the following Covenant only tech:
> Quantum engines
> Plasma Missles
> Shields
> Cloaking
>Beam Weapons (Now renamed Plasma weapons and rebalanced)
ALso theya re now ai weapon of choice.

Added/Changed: the following are Human only tech:
ONI bases (Intel centers)
Missles
Projectile Weapons
Railguns and more!

Made fighter tech start at level 3 for all players but weakened fighters and made them cheaper to produce, will introduce armor that can repel fighers

PS Sorry the post was autosplit Sad

‹ Any one have a list that has all the AbilityTypes that will work in the VehicleSizes? One shipset to another ›
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Mod Designer

Re: Halo MOD

Soumis par battlespud le Lun, 2008-03-24 15:51

YAY got a ton done today most of which is unlisted

Added: Forerunner technology tree which can be accessed by finding forerunner ruins on colonies!
Added: SUPER UBER FORERUNNER WEAPON!!!!! Incredibly expensive to research or build NAME: DR. DEVICE Based off the Molecular Detatchment Device from Ender's Game (Get it? M.D. Device=Dr.Device!) This weapon has multipal uses=
1. in combat it pwns just about anything short of a null shielded covenant city!!!!(ie High Charity?)
2.outside of combat it can be used as a tectonic bomb!!!
3. anywhere from 29-125k damage when fired!

Balancing issues have been resolved (i think)
a ship can only hold one
it breaks when it is fired or used
fired as a seeker that can be destroyed
incredibly difficult to discover

So, what you all think
PS: this is a neutral forerunner technology so it can be acquired by anybody!
More to come including Ship calsses that can only be acquired with Forerunner techs

Report:
A game can be started, no more loading problems!
Added new railgun picture (Cheers to Stagate Atlantis!)
Added none combat components such as cic, improved AI (the system not player) and more!
Tech Tree is greatly increased and racial trait trees work (IE covenant tree and UNSC tree)
BAD NEWS: Stock races cannot be used because of some weird bug, im testing using the colonial and republic ship sets and empires!
Ukra Tal are only remaining stock race and they are unselectable becasue of a flag glitch that ill resolve in a few days.
No chance to test the Forerunner tree yet...

EDIT
All weapons work in combat though the MDD isnt destrouyed correctly and the pods are reloading incorrectly

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Mod Designer

UPDATE!!!!!

Soumis par battlespud le Mar, 2008-03-25 20:47

Simulator ship placement is still offline
Have finished making the alternate UNSC ship data files which are different in the following ways:
1. Have much more structural stability than either stock or Covenant to show heavy armor and designs (the Halcyon class is exensive but has a TON of structure)
2. Faster than stock but slower than covenant for balancing.
3. Ship classes have different sizes and require different prequisites
4. All UNSC ship research has been moved to one large tech area= UNSC Navy with 40 levels
5. Only 5 ship sizes for each race, (SPOILER/HINT WARNING: Combining Forerunner and RAcial techs get you a few intersting ship classes and technologies...)
6.All non racial ships have been greatly downgraded but are there in order to allow players to use cheaper ships if neccesary
7.Added an Easter Egg in... an overpowered one too.... HINT: what did the Prophets have in the Sanghelli-Prophet war that won in space using hit and run attacks?

Additionally in non ship related news:
> New tech areas
> New Damage types including nuclear, plasma and explosive (which wasn't working yesterday)
> Fixed some errors in technology prequisites and spelling
> Have begun work on another special unit to hold the Molecular Detatchment device
> Improved Nuclear Yields
> Increased MAC cannon yields
> Increased shieldd generator output and decreased regenerator
> considering removing Regenerator
> Increased Railgun tech tree
> Increased cultural achievements affects and gave them certain start values and costs.
> Glitch fixes across the board
Created Introduction to Halo for newer players which gives the run down on the Covies and UNSC (Humanity)
THIS MOD NEEDS SOME SUPPORT!!!! ENLIST TO DEFEND HUMANITY AND BUILD A UNSC FLEET!!
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}MAKE A SHIP SET TODAY{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{[

i need UNSC and a Forerunner dreadnought as well as a working ai
PLs put shipsets in a empire folder so i can integrate quickly without any trouble, i dont care if ai works for the race, i just want the ship set.

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Mod Designer

Re: Halo MOD

Soumis par battlespud le Sam, 2008-03-29 10:13

Doubel update

Changed:
> Covenant ship sizes have correct prequisites
>Covenant Ships can no longer mount any number of shield generators, Light cruiser and below can only hold one, Basestation=4 and super cruiser=2
those are the maximums
More than tripled Base MAC damage.
Added reactors and a matching tech tree for each race
ex.

Deleted:
Supply storage component, this has been made superfluos by the reactor technology in an effort to make supply more realistic as actual energy meaning little storage outside of reactor but fast regeneration, Reactors and some weapons still have storage capabilites

Changed:
Rebalanced ship sizes
added mako class corvettes for UNSC
did some research on halopedia and found several new usable shipclasses to be used later
rebalanced tech levels and costs
greatly increased covenant frigate size
gave UNSC fasater small ships and additional sizes and lessened covenant advantages for balance
Added pulse laser and editied effects to have short beam duration and high speed, so flash then gone, also increased damage and added damage type "nuclear" "plasma" and "explosive"

Will hopefully find a way to implement reactor destroying weapons similar to other specialties like shield disrupter and tachyon cannons.
More to come

Have made it so larger ships require progrressively larger and more powerfl reactors.

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Mod Designer

Re: Halo MOD

Soumis par battlespud le Sam, 2008-04-26 14:29

soon to add missles.

i have found missles to be rather unrealistic, as when has anyone had an unlimited supply of missles and used the same ammo for theur guns????
i will be adding a missle unit type. they wil be very small and very cheap and be used like drones, but controllable in combat and usable in ground combat (orbital attack???). missle components would be almost completely replaced with unit launchers that fire missles rapidly, ships would have limited supplies of missles in battle, they would not however use ordanance. so when you invade you would need missles and nukes constructed prior to battle, making long range missle ships that noob AI almost useless in an offensive camp[aign because of missle consumption. Plasma and archer missles will remain in the game however because it stays true to the series that plamsma torps regenerate and archers would help balance this. Missles would look like drones and hold only one comp which woul dbe the warhead, either

-Nuclear (UNSC)
-Plasma (Covies)
-Various Explosives (Base)

also, this comp woul dgive high speed, and anything else necesary to run a unit.
This ma y be impplemented with the mac gun except with bigger rounds, enhancing roleplay but being a pain in the neck to work with.

i will start implementing sometime in two more days when my crusise aboard the Mariner of the Seas ends.

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Mod Designer

Re: Halo MOD

Soumis par battlespud le Jeu, 2008-05-01 15:18

IMPORTANT
It may notsoun dlike much work but it is, for the next week or so, i plan on completely finishing the Ships or at least the requirements and abilities as well as having more non weapon components, damage types and mounts.
Have added:
Structural Design
- this includes one component for every Racial ship size that weighs nothing but has a large amount of structure that is inrelation to what i planned to do on the ships but the feature appears to be unimplemented so i took this very long route instead. Only one per ship.

CANCELED BECAUSE OF TIME AND FORMULA CONSTRAINTS

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