Halo MOD |
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
) 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 





Re: Halo MOD
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