Acolyte173

Acolyte173

Joined Member # 3147058
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Reply to Halo MOD? in Sins Modding

Canada, have you made the jump to 1.1 yet? I still havent been able to play this yet due to that! HA!

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I kinda made a post in another thread but I want to fully explane my situation. Okay so I reinstalled the game after a few months of not having it on it and then I installed impulse and updated to 1.12. Well I started downloading some mods and one of them wasn't ready for 1.12 so I decided I would uninstall to downgrade and just reinstall the game to play it. Well I backed up the sins app folder to my desktop and uninstalled the game and reinstalled. N

0 Replies 1,179 Views

[quote who="goodgimp" reply="11" id="1979373"]Here's a question: Do you have a Mod selected to automatically load on Startup? I'm having the same issue, but just realized that I have a mod set to load. Although I uninstalled Sins and re-installed on Impulse to no availe, I noticed that on uninstallation it still left a lot of files in my Sins directory. I'm trying to uninstall, delete the entire folder, and reinstall. Hopefully that will do the trick.

15 Replies 4,880 Views

[quote who="EvilleJedi" reply="1" id="1977507"]acolyte173, that is because the acclamator I is considred a colony ship, it's actually the correct behavior (but a bit annoying) however it is necessary for the AI to work right,[/quote] Well the AI, uses the Botjef Armed Transport well enough and it has the colonize ability.

1,730 Replies 4,129,790 Views
Reply to Halo MOD? in Sins Modding

Well, your doing a better job than me anyway. If you are alpha or beta testing I'd be happy to help. I could try my hand at skinning, I just have to dig up my copy of CS3.

2,504 Replies 4,902,940 Views
Reply to Halo MOD? in Sins Modding

Well school was a big thing, that and a few consuming relationships.

2,504 Replies 4,902,940 Views

Empire: The empire should rely heavily on large Capital ship with strong hulls and armor and armed possibly with good fighters. It really shouldn't matter how good or bad TIE fighters are, it's a gameplay scrafice in order to force more capital ship usage. This is your capital ship behemouth class. Republic: The republic should rely heavily on strong cruisers, namely the Venator-class and have a good balance between hull. They should also have strong figh

31 Replies 92,877 Views
Reply to Halo MOD? in Sins Modding

Hey if you need any help on the project I'm still willing to chip in my hand at it.

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Reply to Halo MOD? in Sins Modding

Wow guys! I've come back to the game to see you guys have mad so much progress on this. I honestly was doubtful it would get this far but I'm glad to see it shaping up nicely!

2,504 Replies 4,902,940 Views
Reply to Halo MOD? in Sins Modding

Page 9 & 10 = constant bickering. ^.^ I'll have the new post up soon enough.

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Reply to Halo MOD? in Sins Modding

If everyone doesnt mind. I'm going to start a new thread of my own on this topics with a full lits of ideas and ship at the top post. I've been trying to think of a name for this Mod and I've come up with nothign too particularly good. Possibly something like: Rampant Horizons. lol

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Reply to Halo MOD? in Sins Modding

Yes that is one of the reasons I'm making Shiva Nukes reliant on Anti-matter and also on a timer. The won't have a huge blast radius but somethign like 3000 meters or whatever the in-game mesurement units are. And for a good Microing player, a lone destroyer can defeat a Covenant Destroyer and 2 Frigates. Look up the "Keyes Loop." Your plan above though is assuming that covenant dont fight back really. A few pulse laser bursts or Plasma Torpedos can uttlerly destroy a UNSC Frigate.

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Reply to Halo MOD? in Sins Modding

[size="5"][b]Valaska, unless you have something good or something constructive to say about this mod then dont even both.[/b][/size] I also need to make a clarification. I mistyped the starter ship. I meant to say that Halcyon class cruiser before refit. That should make more sense with everything else I wrote.

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Reply to Halo MOD? in Sins Modding

Based on relvant data. I've made the decision the the first craft UNSC players with have access to are the Mako-Class Corvette, the UNSC Shield Ship [colony/support ship] and the Marathon-Class cruiser. The reasoning behind this as oppesed to starting off with frigates is that the Marathon-Class was designed before the frigates and un-refited Marathons have weak armorment [frigates carry more Archer Missiles]. Therefore, frigates will be a tier 1 or tier 2 researchable ship type even

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Reply to Halo MOD? in Sins Modding

Colt to view the code you have to download the forge tools on the download page. And it is hard coded. As for the what should rely on antimatter, after some more reaeach, the only vessel that was have a ammunition number on the MACs is the frigate [which has 6 rounds]. Either A. with make the nukes depend on AM and put MACs on a cooldown/recharge or B. Use less reliable and speculated number for the MACs and place them reliant on AM.

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Reply to Halo MOD? in Sins Modding

It is hard coded. A ship only has Antimatter available. There is only one like of code for available antimatter and its only represented graphically by the bar in game. The idea of anti-matter wasnt suposed to be used for ammunition but rather as energy available.

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Reply to Halo MOD? in Sins Modding

Please read tha bove posts. It has already been stated the 153 AM thing wouldnt work, twice. And the SMAC was said to fire once every [b]20[/b] seconds. [quote]I just re-read your post, my mistake.As for the ideas of planetary assault, I think you should go with the invasion affect, but with one twist. For the covenant, have it so once the planet is dead, they go through an animation of "glassing" the planet. Since the covenant never captured planets, they just neutralized defenses li

2,504 Replies 4,902,940 Views
Reply to Halo MOD? in Sins Modding

Well there will be upgrades to ships but as for the anti-matter. It will only be used for the macs as the Nukes will require no AM. The way you described it, someone could have 153 nukes. As for fleet supply ships I think it's a great idea and opens up the possibeility for the mobile repair stations we see in the books. They would be slow but well armored and possibly carry a strike squadron or 2 and would be able to 'activate' and beocme immobile and provide hull repairs and ammunti

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Reply to Halo MOD? in Sins Modding

I actually really like that idea!

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Reply to Halo MOD? in Sins Modding

CanadaMan, could you email me some pictures of the models?

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Reply to Halo MOD? in Sins Modding

You ASKED them to make a model for you????? For love of Cortana!

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Reply to Halo MOD? in Sins Modding

Colt it is far to big to be used as the ONLY way for the UNSC to colonize worlds. they need a smaller ship capable of doing it aswell. I've seen that model and it is absolutly fugly! I like the concept sketch way better even though the fron end of the ship need to me remodeled.

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Reply to Halo MOD? in Sins Modding

After some looking around I actually found a concept image that I think would be a good base to modify for the UNSC Destroyer. Here's the [link="http://www.moddb.com/mods/9722/halo-homefront/images/73925/unsc-wolf-clad"]link[/link] Its the same mod that I found concept art of their Prowler and heavily based my design on aswell. They also have a battleship idea that might be well suited to evening out the Capital ships the Covenant have. Also, after looking at the shield ship

2,504 Replies 4,902,940 Views