Acolyte173

Acolyte173

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

[quote]No ship in the entire USNC has 2 mac guns the mac guns on every ship Run the line up and down the WHOLE DAMN SHIP. If you read the thing about the Destroyer it says the (2) next to mac cannons meaning it can shoot 2 shells at once. Look at this link to see all about the USNC navy and the ships they had (note its not all the Usnc ships its the ones known of). http://halo.wikia.com/wiki/Navy on this next link go down and youll see covenant ships. http://halo.wikia.com/wiki/Covenant . also a

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Reply to Halo MOD? in Sins Modding

Thomas actually I did modle it after stealth aircraft. That is the side profile. From head-on or top-down it is sleek. Think of it looking like a knife. Let me work on the other views really quickly and get them um. Something similar if not slimmer than this: [img]http://img88.imageshack.us/img88/3377/prowlerconceptfy0.png[/img]

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Reply to Halo MOD? in Sins Modding

Here is a quick little lineart I did for the concept I had for the Prowler. [img]http://img214.imageshack.us/img214/8753/prowlerconceptle1.png[/img] I know it isn't boxy like most other UNSC craft. But I figured ONI would be more advanced than the rest of the UNSC so they would use sleeker looking designs.

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Reply to Halo MOD? in Sins Modding

Colt, not putting an icon in would just make it not have an icon. The AI would still know its there and would attack it like any other ship and it would appear in the fleet list of ships in that system.

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Reply to Halo MOD? in Sins Modding

I'm trying to figure out a way to make Prowlers undetectable but I'm not sure fi that can be done with the tools we have right now. If anyone does know how to do this, please tell me now!

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I need to know if there is any way to actually make a ship cloak and not be detectable by other races besides a simple invisible effect.

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Reply to Halo MOD? in Sins Modding

Prowlers are much to small to be Cruisers. But yeah I think I might actually do that; have Mako-Class Corvettes as the cheap scouts and Prowlers as a sort of Special Warfare vessel. I need to find a way, if any, to implement stealth.

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W[quote]And to think this baby weighs only 5000 polys...I think 5000 polys for a single cruiser is little bit much for this game(devs use approximately 1500~2000 polys for cruiser class)...well most of your ship models use way too high polys, especially seeder pod(this things are need to spam for it`s role ). Still this is your MOD and I`m just worry about possible slowdown Still good job as always.[/quote] Well I think the high polygon count is somewhat diminished due to the factr t

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Reply to Halo MOD? in Sins Modding

Wow I really really like that effect! The only thing it really needs now is more polygons and a skin/texture. Now I need you guys input on this. The first ship I'm coding up is the UNSC Scout: The Prowler. I'm at a dilema. The Prowler is a very advanced ONI ship and as such I am wanting to make it pretty expensive with pulse lasers [possibly a tech needs researched before hand for this to be used.] It will be powerful weapons-wise [6 can take down a Covvy Destroyer] but it will have

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Reply to Halo MOD? in Sins Modding

Yeah, I do plan on making the Covenant have stronger, larger, ships but they will also cost accordingly stronger.

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Reply to Halo MOD? in Sins Modding

[quote]Great, I personally think that is the best option as it makes everyone happy.Also I did some wiki-ing, and all UNSC ships were outfitted with point defense guns that fired 50mm high explosive rounds, that were used to down plasma torpedos and seraph fighters. (It said a fully shielded seraph could take up to 200 of those bullets before taking any serious damage). Also, it said that a shiva nuke was more powerfull then a MAC, so I guess I was wrong there. It said a single direct hit from a

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Reply to Halo MOD? in Sins Modding

Colt556 Frigates only carried 3 Shiva Warheads per vessel while they carried many Archer missiles and 6 MAC rounds. I also dont believe that all MACs had the same power. The power of any railgun lies on both the power pumped into the system and the length of the rail for accelerating it. Frigates had smaller MACs that were probably slower and used smaller projectiles while ships like a Marathon-Class had much longer rails and heavier projectiles. However, if its gonna be this

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Reply to Halo MOD? in Sins Modding

Colt... For capital ships, cruisers, and say Orbital Super MAC platforms their MACs will be special abilities but for frigates it would be too much. LRM frigates have powerful weapons in Sins but yet you cannot manually control them. EDIT: One thing that is going to be a Special Ability on frigates and most other UNSC ships are the Shiva Missiles they will carry. They will be pretty powerful and be AOE weapons.

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Reply to Halo MOD? in Sins Modding

[quote]But that's just it, no weapons beside the SMAC platforms could "punch" through covenant shields, even MAC rounds took several hits to bring down a covenant ships shields. So by making them super strong, but with low recharge rate, you could show this ingame. Staying true to the series and keeping it balanced for gameplay.[/quote] I think there is some confusion here. A single frigate wouldn't be able to take down the shields of a Cov ship or even scratch it because it's damger p

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Reply to Halo MOD? in Sins Modding

TES it's interesting you made it a bombardment weapon. The MAC was used against other ships and I believe if the UNSC was glassing a planet they just used nuclear ordinance.

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Reply to Halo MOD? in Sins Modding

CanadaMan777 could you please send me some ingame pictures?

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Reply to Halo MOD? in Sins Modding

"The best way I think of balancing, is make Covie ships about twice as expensive as human ships, but VASTLY more powerfull. Like a single covie cruiser is capable of taking on, and winning, against three human cruisers. The covies should have that sense of complete power. While in the series the covies not only overpowered the humans, but outnumbered them to. But then you just can't possibly win lol. So I'd rather have power over numbers." -This is exactly what we are doing and has been

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Reply to Halo MOD? in Sins Modding

TES2312 That looks like it would be a good start for the Super Carrier. Seeing as we dont know whta it looks like. It's tall hexagon shape reminds me of the smaller cruisers.

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Reply to Halo MOD? in Sins Modding

Yeah I'm in no rush with this either. We can use placeholders even as balancing the game out right is gonna take a long while. It also give us time to find skinners. I'm sure one fan out there would be willing to help us out. Skins shouldnt be to hard to do, just hard to make right. EDIT: Also would we be able to input some other mods like having bigger planets and gravity wells and some of the graphical upgrade mods aswell? That would really round it out. How we are going

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Reply to Halo MOD? in Sins Modding

Its a good start but I dont fell like the poly count nor the detail level is as high as I personally would want it to be. I want to get as close to the games in terms of graphics. But the effects are wounderful. Also, I should note that UNSC frigates only have one MAC cannon and that is in the upper part of the "fork" that make up the fore of the ship. One question I have to as is should the regular weapons be the Archer missiles with the MAC gun being just on a slow recharg

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Reply to Halo MOD? in Sins Modding

Well shield technology will be a priority for the Covenant but no UNSC ships actually have them except for the prowlers which will have them. Instead UNSC research will be based on better armors, hulls, and damage control. I'm trying to think of how the economy would work aswell. I think the UNSC ships should require a lot of credits and metal but not a lot of crystal but Covenant ships should require little credits or metal and need more crystal. To offset the higher credit cost of

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Reply to Halo MOD? in Sins Modding

I've been thinking of a way to do the shields properly on the Covenant ships. What is instead of just putting insanely large shields on the Covenant ships, but rather we put only a medium ammount of actualy shielding and a very high recharge rate. This was a long frigate couldnt even scratch the hull of a Covy ship but when ganged up the UNSC ships would be able to take down their shields and then attack the hull of the ship. For balance issues Covvy ships would have to have hulls that

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Reply to Halo MOD? in Sins Modding

I think the fanboy requirement should be for all members of the team XD

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Reply to Halo MOD? in Sins Modding

CanadaMan777 If you do a mod could I be part of your team? I can figure out coding easy enough and I have plenty of ideas for this. What did you base the frigate off of? Apparently you can glitch the camera out of sandtrap and get a full view of the UNSC Aegis Fate from any angle. I've seen videos and it really has made me appriciate the design more.

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