[quote]Well, in the nest BETA the TCA will have something like the UNSC's SMAC in that it is an uber-powerful, uber-expensive defense.[/quote] You've piqued my interest, makes me want to play as them. Also I can't wait to test out their new Titan :d
CanadaMan777
[quote]I dont see why covies would get this special slip stream ability. UNSC had slip stream too the only differance was that covies were much faster. Slip space is what allows each side to travel to planets. If u let both travle to distant planets off the bat then its unbalanced and if u make a research then its not cannon because u couldnt travle fast to another planet until u hade slip space. So it should just keep the current system and just change the effects to look like a slip space inst
Wow! I just came across this! I'll definately fire this up with the Halo mod and play a game or two! Are you planning to make any more?
[quote]speaking of derilicts? Will High Charity even be in this game at all or will we have to rename out home planet to satisify our fandom[/quote] I'm working on getting High Charity done and I already have earth completed. I DO need to know who to make certain planets a race's home planet.
Actually as soon as i saw Mass Effect I thought it would be great if someone did a space mod for this game. You should give it a shot :d
What happens If we just nerf the ability? Maybe give an advance warning when the enemy prepares to jump, and then double or triple the time it takes during the actual journey. Perhaps you could only do it once in a while or something. Once again, we'll see.
[quote]You simply can't balance this.[/quote] We'll see.
[quote]I wish I knew how to do that specifically, but with "Bases" and/or militias and/or "roaming fleets" you could set a planet to be "pirate" but the ships there be of a specific race.The "Imperial Mandate" map, I overrode each planet default and added an "Imperial Militia", but I could have made the map inhabited by Advent, TEC, or Vasari ships.For the "Bases" they are "PIRATE" like the standard "Pirate Base", but the ships/structures are different races.Hit me up on the 7DS forums if this d
[quote]Hmm. I've done some reading, and I've noticed quite a bit of discussion on how the balances should work out. Thought I'd add in my own opinion here I was wondering about the possibility of using two different versions here - one as a separate mod, using the same ships and models, building schemes, researches and etc. But, this one would be balanced as the halo universe version - one more true to the actual game, without the issues of balancing with other races.Then, with simple modificati
BTW SpardaSon21 do you think the "slipspace" ability would be good idea for the UNSC in the Halo mod even though it would only work out for the Covies in 7DS? I certainly think adds a greater tactical element to the game. Perhaps we just make the UNSC have to research it. For those of you just reading this post and wondering what I'm talking about: Right before CaptnKeyes went on vacation, he sent me an ability file merely called "slipspace". It allows a unit to phase to any planet tha
Wait so you know how to give specific races a certain planet to start on?? This would help me out greatly.
rofl I accidentally created a monster. Give this up here folks, go to the 7 deadly sins forum if you want to chat about it more.
[quote]untill someone makes a "halo like "superweapons and kills everyone lolyou really don't seem to get it; not even halo could kill the xin. they'd create a shield world like onyx and survive to repopulate the galaxy without resistance.[/quote] Exacly and THAT would be just one galaxy, I believe the xin are spread out among several
[quote]Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do th
[quote]the vong do have big shipsand who knows just a few big ships can beat the vong and rember they did conquer ther own galaxy and almost takeover the starwars galaxy what if it was all the races of starcraft vs the xin?[/quote] You don't seem to get it: Xin>Everything
[quote]canada working on bracndnew super detailed assault carrier[/quote] :CONGRAT: nice!
[quoteHow does one go about buffing the AI types, Easy, Norm, Hard, etc to build more tactical structures, more labs and actually research (no more of this 2-3 weapon labs and craptasticly researched tech), higher fleet research and better fleet composition? Rather tired of seeing AI -hard on an extremely large map do pitiful research. I've even tried gifting the npc's with labs and they don't do much in the way of research. They might build up to 250k credits, 100k metal/crystal
[quote]2. Invincible, slow-moving, expensive bricks of doom.I prefer the second method of balancing.[/quote] Truth. I want people to say "sh*t it's the UNSC!!1! (high scream)" when this mod goes into 7DS but its a very different story for this mod. I wonder what I should do about the covenant for 7DS...
[quote]Wait. The UNSC actually starts sending clones into battle?Begun, the Clone Wars have.[/quote] rofl SpardaSon21 you're gonna flip out when you fight the empire as the UNSC (7DS), I can already tell... But yeah its late game research and you have to really work to get it. I'm sill not entirely happy with the idea of UNSC having clones man ships and such but meh. It'll do for now.
[quote]Cloning, probably. Maybe Krogans as well. They certainly reproduce like rabbits.[/quote] Thats one of the reasearchs I have ingame so far for population: "stable flash cloning"
Also you could download the developer's .exe and just spawn it ingame
[quote]Nice, does that apply to all Halo soundtracks? Because I believe only the first Halo had that iconic menu music.Ahhh, that's the catch: the webpage doesn't say. But I think, since they specify the Halo 3 OST and not just "Halo music," it only applies to that specific soundtrack. However, you could either use a similarly iconic song (like H3's "Finish the Fight"), find a particular segment of one of the H3OST's songs that greatly resembles the original theme and loop it, or obtain a music
[quote]GEEK=my brother, he lives in my moms basement, has at least 500 star wars "action figures" watches episodes 4-6 at the very least once per week, quotes the movies for real life problems, and insists the force is real. (also hes played the movies on mute before and done all of the dialog himself, it was weird)[/quote] rofl :LOL:
[quote]Hey, you gonna include Halo's main menu music in your mod? Kinda hard to have Halo without the music.[/quote] Well in the alpha me and CaptKeyes have music currently in. That could change due to copyright infringement concerning using licensed music. However, I could release the mod and then slap a "Halo music mod pack" on the pirate bay ;)
[quote]i know liam887 on facebook i will see about contacting him[/quote] That would be a HUGE help! Thanks ;) [quote]For the initial release keep it simple.[/quote] The intial release is just gonna be a ship models as well as new weapons. Later releases will have gameplay changes, buildings, and icons.