Thank you so much. Seeing this really made my day. I hope you add the covenant ships as well!
having them at all would be unique from my stand point
i will do some digging into covenant tech to see if i can come up with some ideas
really the biggest issue i foresee (not much of one) is the sheer size of the ships compared to UNSC ships
having them at all would be unique from my stand point
i will do some digging into covenant tech to see if i can come up with some ideas
really the biggest issue i foresee (not much of one) is the sheer size of the ships compared to UNSC ships
Well, for this mod at least, I threw canon sizes out the window. The larger UNSC ships would've probably taken up the entire screen, and the covenant supercarrier would probably take up the entire battle map. I just chose to arbitrarily scale ships to Starsector sizes for gameplay purposes.
As a fan of Starsector and a borderline Halo scholar, I love the idea behind the mod, and its implementation so far is pretty good. The MACs are virtually perfect. You pretty much nailed them in every aspect, apart from the projectile speed. You might want to consider increasing that a bit, they are coilguns after all.
That said, I have a few constructive criticisms that I hope will give you food for thought. These aren't demands, obviously. It's your faction, your mod. They're just suggestions from someone who knows a concerning amount about Halo and Starsector alike.
1. Missiles. They are an integral part of every UNSC ship, the most common form being the Archer. Gleeful missile spam is a fundamental aspect of the UNSC as a faction, and seeing a nearly total lack of them was somewhat surprising. However, there are a number of simple fixes; here's my two cents. For a solution, I'd recommend equipping every ship in their fleet with built-in Archer pods (with autoforges), growing in number the larger the ship gets. Archers should be fast but fragile, vast in number, and deal low kinetic damage (keeping with the theme of using massed Archer volleys to break enemy shields and then gutting the vulnerable ship with MAC rounds). You could also pair these with some dedicated anti-small ship missiles, either built-in or on hardpoints. (Side note, this is somewhat specific but hey, why not add it in; make Archers weak to energy damage but resistant to fragmentation).
2. Dear God, the Ramparts need a serious buff. Their rate of fire is okay, but their projectile speed is pitiful, rendering them useless against even marginally large volleys of missiles and small flights of strikecraft. Up their projectile speed and rate of fire, and they'll be much more effective. Maybe even increase the number of mounts (or make them all built-in but lower their damage and accuracy to compensate). Also, you might consider pairing them with a medium-sized PD mount of some variety, firing low velocity fragmenting rounds to counter the aforementioned threats.
3. You nailed the fleet composition. No problems there. UNSC 'frigates' operating as destroyers in Starsector is perfect. Keep this theme, don't give this faction anything smaller.
4. Increase the Sabre squadron to 3-4 strikecraft. 2 is alright, but they are very easily overwhelmed, and paired with the pathetic Ramparts, this faction simply CANNOT HANDLE even the simplest carrier spam.
5. This is radical and would be very difficult to implement successfully but; get rid of shields, factionwide. Increase both armor and hull like crazy and add some extra High-Explosive resistance to armor. Try it out and see if it works, if not that's fine, but having a truly no-shield UNSC faction that can hold its own would be amazing.
I'm definitely looking forward to the future of this mod, keep up the good work! I hope these suggestions give you some ideas, or at least make you consider some different possibilities. Good luck!
I do hope to see the Epoch. Kinda disappointed stuff isn't more proportional to it's size, but beggars can't be choosers.
Okay after messing around a bit, I feel like the Paris and Charon should be smaller. Make them actually smaller. All the sizes feel wrong in the game.
Also I feel like the Marathon needs a stronger MAC that isn't a triple fire one. One more general purpose. Some Archer missile pods with 4 or 8 round bursts and an auto loader for anti armor work would be appreciated.
Hey love the direction of the mod!
I have something that might be able to help you with creation of more sprites for the mod.
back about make 5+ years ago there was a guy on youtube named Loudsoundmovies2 Link provided - (https://www.youtube.com/user/loudsoundmovies2/featured)
He created this game called Halo vs Star wars which was an RTS the focused on space combat he then added ground combat afterwards
he had the top down of pretty much all the ships from both halo and Star wars. Hes still active creating an RTS engine for his fan made Series. He also had the ships of the Covenant as well.
https://www.youtube.com/watch?v=HiFK_3Lo54E Trailer
The download folder has every single sprite for all the ships including things like the MAC cannons which are pretty cool.
First of all about damn time! secondly, I personally think going in the direction of a HALO UNSC inspired faction adapted to Starsector lore would be better (though considering i love Descendants so much that`s a bit hypocritical) , in my opinion, since it would give you greater freedom in terms of faction lore and sprite work. In addition I really curious if a no shield faction could be made to work in Starsector maybe give them super good ECM/ECCM to balance out the resulting fragility?
Should say i recognize this is super early and rough though, really hope you have the time to put into this to make it shine!
I actually agree that it may be better in the long run for you to turn this into a faction based on the unsc.
Either way great work!
btw not sure if it is other mods (im doing a random sector nexerelin run with derelict empire active), however, no unsc ships spawn in their fleets and havent found any unsc ships anywhere either
do they just have a really low chance of spawning? is a lack of heavy industry on their planet possibly the issue?
One way to accept UNSC shields is to have them all be equivalent to makeshift shields. The UNSC got pretty good at reverse engineering and make use of AI, so giving them all weak shields would be plenty lore friendly. From the sounds of it they already have small shield arms to go with their profile anyhow.
I look forward to trying this.
Thoughts on adding the UNSC Infinity as THE capital ship? Or perhaps it's lost somewhere hard to get to and hard to find? I'd also love to see Condors as some sort of fighter, fragile units with really hard hitting spartan lasers. Regardless, awesome mod. Keep up the great work!
Hello! This is my first post here, and I hope you're still working on this. I've had a lot of fun running around the sector in a souped up Halcyon.
A few suggestions I have (and you're free to ignore me, it's your mod after all and you're doing all the work for our collective enjoyment):
1) Corvettes and prowlers could be used as a frigate sized ship for the faction in game. The Gladius-class does come with a MAC according to the wiki, but could instead be implemented as a particularly cheap destroyer. A Prowler variant of it could be made with a focus on mine laying and have similar detection bonuses on the system map as phase ships. That being said, I do agree with Captain Waffle's assessment that you really did nail the fleet compositions, and I'm not sure how this might screw things around.
2) Possibly adding the Phoenix-class (or a smaller variant, as you did with the Punic-class) as a large support ship with larger cargo and crew capacity? Something along the lines on if you put a Colossus and Valkyrie together into a cruiser/capital size. If made into a capital, then it could serve instead as the flagship of a more exploration style fleet, with greater emphasis on fighters, a mini-MAC equivalent that could function like the Strident's MAC but with more stored shots and less damage, and bonuses to salvaging resources and fuel? It was supposed to be a colony ship, and it'd be kinda nice to have something a little non-combat focused.
3) With regards to the relative weakness of point defense on UNSC ships and what seems to be a lack of utilization of the Marathon's fighter slot most of the time, a possible solution could be to introduce a new fighter that's utilized in an interceptor role. Sort of having them be like the mining pod auxiliary for the Venture-class. This suggestion mostly comes from my memory of Halo: The Flood, by Dietz, where during the space battle over the Halo Ring, there is mention of an officer on the Pillar of Autumn managing the ship's Longsword fighter screen. As you've already made the Longswords, my original thought was to use Broadswords for this, but then I realized that there's already a Broadsword fighter in game...
Still, I'm having a lot of fun with the mod so far, and I hope to see you flesh out the UNSC even more. I just hope that I can maybe provide some more food for thought you can use to expand out their roster. Thanks for all your great work!
Ever since I started Starsector a few years ago now I've loved the idea of a HALO mod. I don't have the skill to make it myself so I stayed quiet about it. I'm so excited to try this that I'm booting the game up right now ^-^ Thank you for this mod Apple, I truly appreciate it!
Love the idea of the mod, but I'm still getting crashes to desktop due to something missing from the Charon.Spoiler21198 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Torchships (data\variants\TADA_whirlwind_support.variant)]
21198 [Thread-4] INFO com.fs.starfarer.loading.SpecStore - Loading variant [data\variants\sabre_fighter.variant]
21199 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC (data\variants\sabre_fighter.variant)]
21200 [Thread-4] INFO com.fs.starfarer.loading.SpecStore - Loading variant [data\variants\UNSC_Frigate_charon_logistics.variant]
21201 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC (data\variants\UNSC_Frigate_charon_logistics.variant)]
21452 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Weapon spec [breach] not found!
java.lang.RuntimeException: Weapon spec [breach] not found!
at com.fs.starfarer.loading.o00O.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Here's the full thing, whenever you get the time.
having them at all would be unique from my stand point
i will do some digging into covenant tech to see if i can come up with some ideas
really the biggest issue i foresee (not much of one) is the sheer size of the ships compared to UNSC ships
Well, for this mod at least, I threw canon sizes out the window. The larger UNSC ships would've probably taken up the entire screen, and the covenant supercarrier would probably take up the entire battle map. I just chose to arbitrarily scale ships to Starsector sizes for gameplay purposes.
Having a lot of fun with this mod in my playthrough! Question though, how do I get the fighters like the longsword? I'm multiple cycles into my game and I haven't found any of them. The custom weapons and hulls are available.
Thank you so much. Seeing this really made my day. I hope you add the covenant ships as well!
I'm honestly not sure how to add Covenant ships into Starsector and have them be particularly unique on a gameplay level. If anything, I could try making a special Vayra's Sector bounty involving a Covenant ship if I ever figure out how to work with that.
Thank you so much. Seeing this really made my day. I hope you add the covenant ships as well!
I'm honestly not sure how to add Covenant ships into Starsector and have them be particularly unique on a gameplay level. If anything, I could try making a special Vayra's Sector bounty involving a Covenant ship if I ever figure out how to work with that.
you could make their shields stronger, as in lore, covenant ships were rather hard to deal with because of the shields
Having a lot of fun with this mod in my playthrough! Question though, how do I get the fighters like the longsword? I'm multiple cycles into my game and I haven't found any of them. The custom weapons and hulls are available.
I'm actually not sure. It's been a while since my last playthrough, but I do remember UNSC fighters and bombers were really hard to come by. For the most part, I ended up having to luck out to find the blueprints (or start with the UNSC using Nexerelin) and then order them through custom production.
Edit: Ended up doing a new playthrough, and in general, the only place you'll be able to find UNSC blueprint weapons and ships seems to be in Audere itself. Fighters and bombers seemed a little more common, but there's an incredible shortage of Ramparts and Goalkeepers. I can barely get enough there to outfit a Halberd class with point defense.
I don't think they'd really work as actual torpedoes, as that seems somewhat awkward in point defenses being able to shoot down balls of plasma.
*Snip*
*Snip*
For too many years, humanity was on the backfoot. Reacting to threats, rather then preventing them.
The rest of the galaxy was bigger then us. Stronger then us.
We were mice, hiding in the shadows. Hoping that the giants would not see us.
No more! Humanity is no longer on the defense!
We are the giants now!
- Thomas Lasky
Oh boy, oh boy!
Its the ship that several people have been waiting for!
THE UNSC INFINITY!
Or, well, atleast a starsector variant of it.
Thank you StargazerRJL for providing that lovely sprite for me to bring to life. And thank you AppleMarineXX for giving me permission to make this UNOFFICIAL update!
so without further ado, here you go ladies and gents, the infinity!
(https://i.imgur.com/7W0W35w.png)
Downloads (Only download one):
High Explosive MACs Version (https://drive.google.com/file/d/1KWvdGEcHylbDhhpAFgBrzd-mmLLu6kb9/view?usp=share_link)
Kinetic MACs Version (https://drive.google.com/file/d/1caSeXaFwcom5fdgnzBAGrpymgVmB1Ztt/view?usp=share_link)
Dwarfing both the paragon and onslaught, the Infinity is the pride of the UNSC fleet. With 300(!) base OPs to work with and 8 hanger bays, this supercarrier will live up to its name.
There is a catch though, it costs 200 DP to field, and its got a pretty high upkeep costs. (It is a supercarrier after all.)
Currently there are only 2 ways (as far as I know) to get one.
1. Get the BP and spend 10million credits. Yea, its a lot, but it IS a supercarrier.
2. Cheat it in. the hull is called UNSC_Capital_Infinity
Hopefully after I brush up on my programming, I'll be able to make a questline where you find a heavily damaged infinity drifting around somewhere and then you'll have to repair it. But that's probably not going to happen for a couple weeks at the minimum.
Also did some balancing for everything.
Also I have two versions of the mod available. One where the MACs are HE, one where they're KE. I recommend the KE one for Realistic Combat, and the HE for vanilla combat.
But its up to you really. The original mod by Apple has KE for MACs.ReasoningSo during the Covenant war, humanity didn't have trouble killing the armor and hull of the ships. For a most part, a single round from a MAC would absolutely annihilate an unshielded Covenant ship. The problem was the shields. Those took several shots to take out (at best).
So I decided to modify the MACs. In vanilla combat Starsector, KE does 200% shield damage and 50% armor. So I swapped it to HE for that 50% shield damage and 200% armor damage. Mid and High tech ships are now a significantly higher threat, but low tech ships will get hit harder now. I mean it is a several ton slug traveling at a non-insignificant speed.
In the Realistic Combat mod, its the exact opposite, where HE does more damage to shields, and KE does more to armor. So yea.
Either way, do what you want. I'm just a rando who mods occasionally.[close]
Anyways, here's a list of changes.At some point, I'll probably be adding more ships to the fleet in different roles, but honestly I suck at art and I'm mediocre at programming. If anyone provides good art for the ships, I'll gladly mod them in when I have the chance.Changelog
- Buffed all MAC damage by 50%. (While the original MACs were pretty good, I did this to bring their DPS more inline with the other upper medium weapons and lower large weapons)
- Added an extra flight bay to all UNSC frigate+. (Its the UNSC, literally every ship had a hanger. I did not up the OPs though, so you'll have to sacrifice some things if you want to use the bay.)
- Increased sabre count from 2 to 4. (sabres were popping a little too quickly and doing a little too little imo. I thought about doing it to the longsword... but the longsword is still REALLY strong.)
- Added the strident escort wing. Its only for the infinity's built in escort.
- Added the M85 PD. Its basically a clone of the Rampart, but energy and faster traverse
- Updated the description so it will no longer be yellow in the modlist. It was annoying me.
infinity stats(https://i.imgur.com/MtY1Bs5.png)[close][close]
So yea, hope you enjoy!
If you encounter any bugs or issues stemming from this unofficial update, or if you have any insights/ideas please post them! I'll be glad to look into whatever I can whenever I have time.
Edit: I'll do balancing changes really fast if people dislike the balancing I did. >_>
Also wolfpacks are still scary af.
*Snip*
For too many years, humanity was on the backfoot. Reacting to threats, rather then preventing them.
The rest of the galaxy was bigger then us. Stronger then us.
We were mice, hiding in the shadows. Hoping that the giants would not see us.
No more! Humanity is no longer on the defense!
We are the giants now!
- Thomas Lasky
Oh boy, oh boy!
Its the ship that several people have been waiting for!
THE UNSC INFINITY!
Or, well, atleast a starsector variant of it.
Thank you StargazerRJL for providing that lovely sprite for me to bring to life. And thank you AppleMarineXX for giving me permission to make this UNOFFICIAL update!
so without further ado, here you go ladies and gents, the infinity!
(https://i.imgur.com/7W0W35w.png)
Downloads (Only download one):
High Explosive MACs Version (https://drive.google.com/file/d/1KWvdGEcHylbDhhpAFgBrzd-mmLLu6kb9/view?usp=share_link)
Kinetic MACs Version (https://drive.google.com/file/d/1caSeXaFwcom5fdgnzBAGrpymgVmB1Ztt/view?usp=share_link)
Dwarfing both the paragon and onslaught, the Infinity is the pride of the UNSC fleet. With 300(!) base OPs to work with and 8 hanger bays, this supercarrier will live up to its name.
There is a catch though, it costs 200 DP to field, and its got a pretty high upkeep costs. (It is a supercarrier after all.)
Currently there are only 2 ways (as far as I know) to get one.
1. Get the BP and spend 10million credits. Yea, its a lot, but it IS a supercarrier.
2. Cheat it in. the hull is called UNSC_Capital_Infinity
Hopefully after I brush up on my programming, I'll be able to make a questline where you find a heavily damaged infinity drifting around somewhere and then you'll have to repair it. But that's probably not going to happen for a couple weeks at the minimum.
Also did some balancing for everything.
Also I have two versions of the mod available. One where the MACs are HE, one where they're KE. I recommend the KE one for Realistic Combat, and the HE for vanilla combat.
But its up to you really. The original mod by Apple has KE for MACs.ReasoningSo during the Covenant war, humanity didn't have trouble killing the armor and hull of the ships. For a most part, a single round from a MAC would absolutely annihilate an unshielded Covenant ship. The problem was the shields. Those took several shots to take out (at best).
So I decided to modify the MACs. In vanilla combat Starsector, KE does 200% shield damage and 50% armor. So I swapped it to HE for that 50% shield damage and 200% armor damage. Mid and High tech ships are now a significantly higher threat, but low tech ships will get hit harder now. I mean it is a several ton slug traveling at a non-insignificant speed.
In the Realistic Combat mod, its the exact opposite, where HE does more damage to shields, and KE does more to armor. So yea.
Either way, do what you want. I'm just a rando who mods occasionally.[close]
Anyways, here's a list of changes.At some point, I'll probably be adding more ships to the fleet in different roles, but honestly I suck at art and I'm mediocre at programming. If anyone provides good art for the ships, I'll gladly mod them in when I have the chance.Changelog
- Buffed all MAC damage by 50%. (While the original MACs were pretty good, I did this to bring their DPS more inline with the other upper medium weapons and lower large weapons)
- Added an extra flight bay to all UNSC frigate+. (Its the UNSC, literally every ship had a hanger. I did not up the OPs though, so you'll have to sacrifice some things if you want to use the bay.)
- Increased sabre count from 2 to 4. (sabres were popping a little too quickly and doing a little too little imo. I thought about doing it to the longsword... but the longsword is still REALLY strong.)
- Added the strident escort wing. Its only for the infinity's built in escort.
- Added the M85 PD. Its basically a clone of the Rampart, but energy and faster traverse
- Updated the description so it will no longer be yellow in the modlist. It was annoying me.
infinity stats(https://i.imgur.com/MtY1Bs5.png)[close][close]
So yea, hope you enjoy!
If you encounter any bugs or issues stemming from this unofficial update, or if you have any insights/ideas please post them! I'll be glad to look into whatever I can whenever I have time.
Edit: I'll do balancing changes really fast if people dislike the balancing I did. >_>
Also wolfpacks are still scary af.
*Snip*
For too many years, humanity was on the backfoot. Reacting to threats, rather then preventing them.
The rest of the galaxy was bigger then us. Stronger then us.
We were mice, hiding in the shadows. Hoping that the giants would not see us.
No more! Humanity is no longer on the defense!
We are the giants now!
- Thomas Lasky
Oh boy, oh boy!
Its the ship that several people have been waiting for!
THE UNSC INFINITY!
Or, well, atleast a starsector variant of it.
Thank you StargazerRJL for providing that lovely sprite for me to bring to life. And thank you AppleMarineXX for giving me permission to make this UNOFFICIAL update!
so without further ado, here you go ladies and gents, the infinity!
(https://i.imgur.com/7W0W35w.png)
Downloads (Only download one):
High Explosive MACs Version (https://drive.google.com/file/d/1KWvdGEcHylbDhhpAFgBrzd-mmLLu6kb9/view?usp=share_link)
Kinetic MACs Version (https://drive.google.com/file/d/1caSeXaFwcom5fdgnzBAGrpymgVmB1Ztt/view?usp=share_link)
Dwarfing both the paragon and onslaught, the Infinity is the pride of the UNSC fleet. With 300(!) base OPs to work with and 8 hanger bays, this supercarrier will live up to its name.
There is a catch though, it costs 200 DP to field, and its got a pretty high upkeep costs. (It is a supercarrier after all.)
Currently there are only 2 ways (as far as I know) to get one.
1. Get the BP and spend 10million credits. Yea, its a lot, but it IS a supercarrier.
2. Cheat it in. the hull is called UNSC_Capital_Infinity
Hopefully after I brush up on my programming, I'll be able to make a questline where you find a heavily damaged infinity drifting around somewhere and then you'll have to repair it. But that's probably not going to happen for a couple weeks at the minimum.
Also did some balancing for everything.
Also I have two versions of the mod available. One where the MACs are HE, one where they're KE. I recommend the KE one for Realistic Combat, and the HE for vanilla combat.
But its up to you really. The original mod by Apple has KE for MACs.ReasoningSo during the Covenant war, humanity didn't have trouble killing the armor and hull of the ships. For a most part, a single round from a MAC would absolutely annihilate an unshielded Covenant ship. The problem was the shields. Those took several shots to take out (at best).
So I decided to modify the MACs. In vanilla combat Starsector, KE does 200% shield damage and 50% armor. So I swapped it to HE for that 50% shield damage and 200% armor damage. Mid and High tech ships are now a significantly higher threat, but low tech ships will get hit harder now. I mean it is a several ton slug traveling at a non-insignificant speed.
In the Realistic Combat mod, its the exact opposite, where HE does more damage to shields, and KE does more to armor. So yea.
Either way, do what you want. I'm just a rando who mods occasionally.[close]
Anyways, here's a list of changes.At some point, I'll probably be adding more ships to the fleet in different roles, but honestly I suck at art and I'm mediocre at programming. If anyone provides good art for the ships, I'll gladly mod them in when I have the chance.Changelog
- Buffed all MAC damage by 50%. (While the original MACs were pretty good, I did this to bring their DPS more inline with the other upper medium weapons and lower large weapons)
- Added an extra flight bay to all UNSC frigate+. (Its the UNSC, literally every ship had a hanger. I did not up the OPs though, so you'll have to sacrifice some things if you want to use the bay.)
- Increased sabre count from 2 to 4. (sabres were popping a little too quickly and doing a little too little imo. I thought about doing it to the longsword... but the longsword is still REALLY strong.)
- Added the strident escort wing. Its only for the infinity's built in escort.
- Added the M85 PD. Its basically a clone of the Rampart, but energy and faster traverse
- Updated the description so it will no longer be yellow in the modlist. It was annoying me.
infinity stats(https://i.imgur.com/MtY1Bs5.png)[close][close]
So yea, hope you enjoy!
If you encounter any bugs or issues stemming from this unofficial update, or if you have any insights/ideas please post them! I'll be glad to look into whatever I can whenever I have time.
Edit: I'll do balancing changes really fast if people dislike the balancing I did. >_>
Also wolfpacks are still scary af.
*Snip*
For too many years, humanity was on the backfoot. Reacting to threats, rather then preventing them.
The rest of the galaxy was bigger then us. Stronger then us.
We were mice, hiding in the shadows. Hoping that the giants would not see us.
No more! Humanity is no longer on the defense!
We are the giants now!
- Thomas Lasky
Oh boy, oh boy!
Its the ship that several people have been waiting for!
THE UNSC INFINITY!
Or, well, atleast a starsector variant of it.
Thank you StargazerRJL for providing that lovely sprite for me to bring to life. And thank you AppleMarineXX for giving me permission to make this UNOFFICIAL update!
so without further ado, here you go ladies and gents, the infinity!
(https://i.imgur.com/7W0W35w.png)
Downloads (Only download one):
High Explosive MACs Version (https://drive.google.com/file/d/1KWvdGEcHylbDhhpAFgBrzd-mmLLu6kb9/view?usp=share_link)
Kinetic MACs Version (https://drive.google.com/file/d/1caSeXaFwcom5fdgnzBAGrpymgVmB1Ztt/view?usp=share_link)
Dwarfing both the paragon and onslaught, the Infinity is the pride of the UNSC fleet. With 300(!) base OPs to work with and 8 hanger bays, this supercarrier will live up to its name.
There is a catch though, it costs 200 DP to field, and its got a pretty high upkeep costs. (It is a supercarrier after all.)
Currently there are only 2 ways (as far as I know) to get one.
1. Get the BP and spend 10million credits. Yea, its a lot, but it IS a supercarrier.
2. Cheat it in. the hull is called UNSC_Capital_Infinity
Hopefully after I brush up on my programming, I'll be able to make a questline where you find a heavily damaged infinity drifting around somewhere and then you'll have to repair it. But that's probably not going to happen for a couple weeks at the minimum.
Also did some balancing for everything.
Also I have two versions of the mod available. One where the MACs are HE, one where they're KE. I recommend the KE one for Realistic Combat, and the HE for vanilla combat.
But its up to you really. The original mod by Apple has KE for MACs.ReasoningSo during the Covenant war, humanity didn't have trouble killing the armor and hull of the ships. For a most part, a single round from a MAC would absolutely annihilate an unshielded Covenant ship. The problem was the shields. Those took several shots to take out (at best).
So I decided to modify the MACs. In vanilla combat Starsector, KE does 200% shield damage and 50% armor. So I swapped it to HE for that 50% shield damage and 200% armor damage. Mid and High tech ships are now a significantly higher threat, but low tech ships will get hit harder now. I mean it is a several ton slug traveling at a non-insignificant speed.
In the Realistic Combat mod, its the exact opposite, where HE does more damage to shields, and KE does more to armor. So yea.
Either way, do what you want. I'm just a rando who mods occasionally.[close]
Anyways, here's a list of changes.At some point, I'll probably be adding more ships to the fleet in different roles, but honestly I suck at art and I'm mediocre at programming. If anyone provides good art for the ships, I'll gladly mod them in when I have the chance.Changelog
- Buffed all MAC damage by 50%. (While the original MACs were pretty good, I did this to bring their DPS more inline with the other upper medium weapons and lower large weapons)
- Added an extra flight bay to all UNSC frigate+. (Its the UNSC, literally every ship had a hanger. I did not up the OPs though, so you'll have to sacrifice some things if you want to use the bay.)
- Increased sabre count from 2 to 4. (sabres were popping a little too quickly and doing a little too little imo. I thought about doing it to the longsword... but the longsword is still REALLY strong.)
- Added the strident escort wing. Its only for the infinity's built in escort.
- Added the M85 PD. Its basically a clone of the Rampart, but energy and faster traverse
- Updated the description so it will no longer be yellow in the modlist. It was annoying me.
infinity stats(https://i.imgur.com/MtY1Bs5.png)[close][close]
So yea, hope you enjoy!
If you encounter any bugs or issues stemming from this unofficial update, or if you have any insights/ideas please post them! I'll be glad to look into whatever I can whenever I have time.
Edit: I'll do balancing changes really fast if people dislike the balancing I did. >_>
Also wolfpacks are still scary af.
Oh damn, someone put out an unofficial update? I was working on something like that too, lol. I actually put myself on a mission to resprite all of the ships in the mod and do some balancing changes (with AppleMarine's blessing). Still a WIP but dang, got beat to the punch. Still gonna work on it but I guess I won't be doing the balancing beside the weapons I plan to add.
Here's the resprite of the Halberd is anyone's curious. And a WIP Stalwart-class. And a resprited Rampart PD. And an Archer missile pod.Finished Halberd-class Destroyer Resprite(https://i.imgur.com/3mUuSYf.png)[close]WIP Stalwart-class Frigate Sprite(https://i.imgur.com/addJy4T.png)[close]Weapons(https://i.imgur.com/9GMpVlK.png)M870 Rampart PD in OD green.(https://i.imgur.com/Oj76AwM.png)M58 Archer Missile Pod with red danger stripes.[close]
v0.7 released today updating to 0.96a compliance - Changelog on the forum OP and in the RAR has all the details
I removed the Nexerelin requirements and though this mod is mainly used by Nex miners, it is also useful when you loot a mining station and get flooded with ores and cannot move.
I guess it has been awhile since I updated this mod since I received a warning that essentially I am necroing an old thread by replying :)
Necro away!!!
Made an official account just to say, I'm genuinely appreciative of all the superb craftsmanship I've seen JUST POURING from this particular gaming community, on these QoL/Lore content fixes!
I've not seen a more positive/productive online community since my days in MMORPG "EvE Online"(pre-2011). You guys literally have "abandoned mods" that are better than most AAA studio content! ;D
StarSector Modders are simply unworthy of ANY shame.
See ya space cowboys... oo7
Lusulpher/XiangPotato ]:) -
Always thankful for having someone mod things that people love even if it was just on a whim... Thank you really, but the UNSC Infinity missing is not cool at all... Not only that, Nothing change much... Please add more content...
*Snip*
For too many years, humanity was on the backfoot. Reacting to threats, rather then preventing them.
The rest of the galaxy was bigger then us. Stronger then us.
We were mice, hiding in the shadows. Hoping that the giants would not see us.
No more! Humanity is no longer on the defense!
We are the giants now!
- Thomas Lasky
Oh boy, oh boy!
Its the ship that several people have been waiting for!
THE UNSC INFINITY!
Or, well, atleast a starsector variant of it.
Thank you StargazerRJL for providing that lovely sprite for me to bring to life. And thank you AppleMarineXX for giving me permission to make this UNOFFICIAL update!
so without further ado, here you go ladies and gents, the infinity!
(https://i.imgur.com/7W0W35w.png)
Downloads (Only download one):
High Explosive MACs Version (https://drive.google.com/file/d/1KWvdGEcHylbDhhpAFgBrzd-mmLLu6kb9/view?usp=share_link)
Kinetic MACs Version (https://drive.google.com/file/d/1caSeXaFwcom5fdgnzBAGrpymgVmB1Ztt/view?usp=share_link)
Dwarfing both the paragon and onslaught, the Infinity is the pride of the UNSC fleet. With 300(!) base OPs to work with and 8 hanger bays, this supercarrier will live up to its name.
There is a catch though, it costs 200 DP to field, and its got a pretty high upkeep costs. (It is a supercarrier after all.)
Currently there are only 2 ways (as far as I know) to get one.
1. Get the BP and spend 10million credits. Yea, its a lot, but it IS a supercarrier.
2. Cheat it in. the hull is called UNSC_Capital_Infinity
Hopefully after I brush up on my programming, I'll be able to make a questline where you find a heavily damaged infinity drifting around somewhere and then you'll have to repair it. But that's probably not going to happen for a couple weeks at the minimum.
Also did some balancing for everything.
Also I have two versions of the mod available. One where the MACs are HE, one where they're KE. I recommend the KE one for Realistic Combat, and the HE for vanilla combat.
But its up to you really. The original mod by Apple has KE for MACs.ReasoningSo during the Covenant war, humanity didn't have trouble killing the armor and hull of the ships. For a most part, a single round from a MAC would absolutely annihilate an unshielded Covenant ship. The problem was the shields. Those took several shots to take out (at best).
So I decided to modify the MACs. In vanilla combat Starsector, KE does 200% shield damage and 50% armor. So I swapped it to HE for that 50% shield damage and 200% armor damage. Mid and High tech ships are now a significantly higher threat, but low tech ships will get hit harder now. I mean it is a several ton slug traveling at a non-insignificant speed.
In the Realistic Combat mod, its the exact opposite, where HE does more damage to shields, and KE does more to armor. So yea.
Either way, do what you want. I'm just a rando who mods occasionally.[close]
Anyways, here's a list of changes.At some point, I'll probably be adding more ships to the fleet in different roles, but honestly I suck at art and I'm mediocre at programming. If anyone provides good art for the ships, I'll gladly mod them in when I have the chance.Changelog
- Buffed all MAC damage by 50%. (While the original MACs were pretty good, I did this to bring their DPS more inline with the other upper medium weapons and lower large weapons)
- Added an extra flight bay to all UNSC frigate+. (Its the UNSC, literally every ship had a hanger. I did not up the OPs though, so you'll have to sacrifice some things if you want to use the bay.)
- Increased sabre count from 2 to 4. (sabres were popping a little too quickly and doing a little too little imo. I thought about doing it to the longsword... but the longsword is still REALLY strong.)
- Added the strident escort wing. Its only for the infinity's built in escort.
- Added the M85 PD. Its basically a clone of the Rampart, but energy and faster traverse
- Updated the description so it will no longer be yellow in the modlist. It was annoying me.
infinity stats(https://i.imgur.com/MtY1Bs5.png)[close][close]
So yea, hope you enjoy!
If you encounter any bugs or issues stemming from this unofficial update, or if you have any insights/ideas please post them! I'll be glad to look into whatever I can whenever I have time.
Edit: I'll do balancing changes really fast if people dislike the balancing I did. >_>
Also wolfpacks are still scary af.
Point defense and anti-missile defense saturation does seem to be a UNSC mainstay with most of their missile systems. I wonder if in that case, then maybe the Archers could function as the UNSC Harpoon equivalent, but reduce damage per missile while increasing the number of missiles launched. Or, maybe a guided Annihilator? Howlers seem to be used in more or less the same way, but they're mentioned as packing less of a punch than Archers, which.... I'm not quite sure how to make of that. Maybe as an dedicated anti-ship Locust SRM equivalent? Dunno, make it explosive, drop some of the base damage? Shivas could be another option for a Harpoon equivalent, but they're supposed to do a ton of damage and I don't believe they've ever been used en masse in a ship to ship fight. Maybe a guided torpedo somewhere between a Reaper and an Atropos in damage?The UAF mod has its nukes which could be used as a template for the UNSC Shiva missiles
Point defense and anti-missile defense saturation does seem to be a UNSC mainstay with most of their missile systems. I wonder if in that case, then maybe the Archers could function as the UNSC Harpoon equivalent, but reduce damage per missile while increasing the number of missiles launched. Or, maybe a guided Annihilator? Howlers seem to be used in more or less the same way, but they're mentioned as packing less of a punch than Archers, which.... I'm not quite sure how to make of that. Maybe as an dedicated anti-ship Locust SRM equivalent? Dunno, make it explosive, drop some of the base damage? Shivas could be another option for a Harpoon equivalent, but they're supposed to do a ton of damage and I don't believe they've ever been used en masse in a ship to ship fight. Maybe a guided torpedo somewhere between a Reaper and an Atropos in damage?The UAF mod has its nukes which could be used as a template for the UNSC Shiva missiles
they have Minibreves (basically smaller tactical nukes, and then the Semibreves which are more like your kill everything nuke, they even have a fighter wing that launches small nukes, that could be used as maybe a special quest locked Broadsword wing for the UNSCPoint defense and anti-missile defense saturation does seem to be a UNSC mainstay with most of their missile systems. I wonder if in that case, then maybe the Archers could function as the UNSC Harpoon equivalent, but reduce damage per missile while increasing the number of missiles launched. Or, maybe a guided Annihilator? Howlers seem to be used in more or less the same way, but they're mentioned as packing less of a punch than Archers, which.... I'm not quite sure how to make of that. Maybe as an dedicated anti-ship Locust SRM equivalent? Dunno, make it explosive, drop some of the base damage? Shivas could be another option for a Harpoon equivalent, but they're supposed to do a ton of damage and I don't believe they've ever been used en masse in a ship to ship fight. Maybe a guided torpedo somewhere between a Reaper and an Atropos in damage?The UAF mod has its nukes which could be used as a template for the UNSC Shiva missiles
You mean like the Semibreves? I've downloaded the UAF, but I haven't tried them out because I keep coming back to the sheer standoff range I can get out of the UNSC ships. Might take a look and mess with their missiles after my midterm.
they have Minibreves (basically smaller tactical nukes, and then the Semibreves which are more like your kill everything nuke, they even have a fighter wing that launches small nukes, that could be used as maybe a special quest locked Broadsword wing for the UNSCPoint defense and anti-missile defense saturation does seem to be a UNSC mainstay with most of their missile systems. I wonder if in that case, then maybe the Archers could function as the UNSC Harpoon equivalent, but reduce damage per missile while increasing the number of missiles launched. Or, maybe a guided Annihilator? Howlers seem to be used in more or less the same way, but they're mentioned as packing less of a punch than Archers, which.... I'm not quite sure how to make of that. Maybe as an dedicated anti-ship Locust SRM equivalent? Dunno, make it explosive, drop some of the base damage? Shivas could be another option for a Harpoon equivalent, but they're supposed to do a ton of damage and I don't believe they've ever been used en masse in a ship to ship fight. Maybe a guided torpedo somewhere between a Reaper and an Atropos in damage?The UAF mod has its nukes which could be used as a template for the UNSC Shiva missiles
You mean like the Semibreves? I've downloaded the UAF, but I haven't tried them out because I keep coming back to the sheer standoff range I can get out of the UNSC ships. Might take a look and mess with their missiles after my midterm.
How do I import the infinity or can someone make the infinity bootleg for sustenance update
thanks, I did it, but I have to say, it's really disappointing, when it doesn't even have the full Infinity escort loadout, and proper ship turrets on UNSC ships, as well as the size of the vessel
do you think we will get onager macs as unsc turrets or perhaps some of the anti-cap naval coil guns that aren't pd based?
thanks, I did it, but I have to say, it's really disappointing, when it doesn't even have the full Infinity escort loadout, and proper ship turrets on UNSC ships, as well as the size of the vessel
This not and ever will be a lore accurate Halo ship mod. No ship in the original Starsector will ever come close to being as OP as the even the Infinity. A single Paris Class frigate has 12 nuclear missiles, 700+missiles, and a MAC gun which fires projectiles at 0.01% the speed of light, not to mention it's half a mile long which would probably make it akin to a Paragon or Onslaught.
Now imagine that compared with the UNSC Infinity, it would take up the entire battlefield or close, Where the hell are you going to find the time to manually place: 350× 24 M42 Archer missile pods,
250× 30 M75 Rapier
500× 20 M96 Howler
830× M965 Fortress 70mm guns
10× Dorsal Mark 2551 MAC network
85× Dorsal M85 Anti-Aircraft Gun network
190× Dorsal M97 Guided Missile Weapon System
You're perfectly welcome to have a stab at modding it with these specifications but for the sake of balance and fun, it's been significantly downsized yet still be faithful to how powerful this ship is in comparison to other ships found in SS.
thanks, I did it, but I have to say, it's really disappointing, when it doesn't even have the full Infinity escort loadout, and proper ship turrets on UNSC ships, as well as the size of the vessel
This not and ever will be a lore accurate Halo ship mod. No ship in the original Starsector will ever come close to being as OP as the even the Infinity. A single Paris Class frigate has 12 nuclear missiles, 700+missiles, and a MAC gun which fires projectiles at 0.01% the speed of light, not to mention it's half a mile long which would probably make it akin to a Paragon or Onslaught.
Now imagine that compared with the UNSC Infinity, it would take up the entire battlefield or close, Where the hell are you going to find the time to manually place: 350× 24 M42 Archer missile pods,
250× 30 M75 Rapier
500× 20 M96 Howler
830× M965 Fortress 70mm guns
10× Dorsal Mark 2551 MAC network
85× Dorsal M85 Anti-Aircraft Gun network
190× Dorsal M97 Guided Missile Weapon System
You're perfectly welcome to have a stab at modding it with these specifications but for the sake of balance and fun, it's been significantly downsized yet still be faithful to how powerful this ship is in comparison to other ships found in SS.
Just imagine one of the lowest tiers of ship for the UNSC whipping out the Shiva missiles and blowing up a paragon. Have you thought about expanding with other ships? The mod lacks alot of mid tier ships and the jumps from the frigates and destroyers to the Halcyon quick. Artemis would make a good 30 point ship since it's about as well armored as a halberd but armed like a Marathon.
Would it be reasonably possible to have fan designs as an optional addon so those who would welcome the added variety with open arms(like me) can have them, while those who just want canon UNSC ships are able to stick with the base unofficial update? By "reasonably possible" I mean not an excessive amount of added work.thanks, I did it, but I have to say, it's really disappointing, when it doesn't even have the full Infinity escort loadout, and proper ship turrets on UNSC ships, as well as the size of the vessel
This not and ever will be a lore accurate Halo ship mod. No ship in the original Starsector will ever come close to being as OP as the even the Infinity. A single Paris Class frigate has 12 nuclear missiles, 700+missiles, and a MAC gun which fires projectiles at 0.01% the speed of light, not to mention it's half a mile long which would probably make it akin to a Paragon or Onslaught.
Now imagine that compared with the UNSC Infinity, it would take up the entire battlefield or close, Where the hell are you going to find the time to manually place: 350× 24 M42 Archer missile pods,
250× 30 M75 Rapier
500× 20 M96 Howler
830× M965 Fortress 70mm guns
10× Dorsal Mark 2551 MAC network
85× Dorsal M85 Anti-Aircraft Gun network
190× Dorsal M97 Guided Missile Weapon System
You're perfectly welcome to have a stab at modding it with these specifications but for the sake of balance and fun, it's been significantly downsized yet still be faithful to how powerful this ship is in comparison to other ships found in SS.
Just imagine one of the lowest tiers of ship for the UNSC whipping out the Shiva missiles and blowing up a paragon. Have you thought about expanding with other ships? The mod lacks alot of mid tier ships and the jumps from the frigates and destroyers to the Halcyon quick. Artemis would make a good 30 point ship since it's about as well armored as a halberd but armed like a Marathon.
I'm adding some mid tier ships and adjusting the Marathon and Halcyon to be closer to cruisers since I've added some of the larger "capital" sized ships for the UNSC's perspective like the Orion, Valiant etc. The smaller ships include: Anlace(electronic warfare/stealth frigate), Lancer heavy corvette, and the humble Hillsborough with it's geriatric-speed MAC gun.
I'm really hoping to get everything finished by the end of the month but still need to work on some balancing stuff. The MACs pack a little more punch but at the cost of having a slightly longer charge time and most of the pre-cov war hulls have pitiful flux capacity. They seem to be fairly balanced when engaging AI ships of a similar DP cost and keeping in mind that nothing is as OP as phase afflictors in the players hands, I don't think they will be too game trivializing.
Regarding the Artemis and other fan-ships, I'd like to eventually add them alongside the Thanatos battleship but for the time being I'll keep it Cannon-friendly. If this gets a positive response I'll add some more stuff in the future if Apple is okay with me doing this little unofficial update.
https://imgur.com/4wPT7sO
(https://imgur.com/4wPT7sO)
HERE WE GO!
(https://i.imgur.com/WaIUNEt.jpg)
(https://i.imgur.com/mQSYSRu.jpg)
An unofficial expansion to the UNSC mod generously made by AppleMarine and expanded upon by myself.
Alongside Additional ships and weapons, some balancing has been made to fully convey the strengths, weaknesses and overall experience of how the UNSC ships would feel in an engagement.
Listed below is the additional content:SpoilerSHIPS:
Lancer Corvette: This feels like a spinal MAC mounted to the frame of a racing car. Excels at capturing points and harassing larger ships.
Anlace Frigate: Thanks to Zanda for providing the lovely sprite for this one. The quintessential electronic Warfare ship which makes an amazing escort thanks to it’s EMP emitter. It’s also mounted with a Helios laser turret which can tear a chunk out of larger ships in pursuit.
Hillsborough light cruiser: A nice middleground between the Halberd and Halcyon, albeit probably worse overall than the Halberd (the way it was intended). Being as Lore accurate as possible, the Hillsborough lacks in armour, Power and efficiency, however strap enough Archer missiles to this ancient metal brick and it will be sure to do some damage. Personally, my favourite ship I’ve made, it just feels bad in the right kind of way.
Orion Assault Carrier: This replaced the role of the original “Punic II” from the mod. Larger than it’s predecessor, it’s faithful to it’s role in the Halo universe as a great all-rounder. It features an advanced ground support package and a salvage gantry. Due to the Orion’s ability to produce fuel and equipment, it’s supply cost and fuel cost are drastically lower for a ship of it’s size.
Valiant superheavy battlecruiser: An expensive, inefficient leviathan, outdated by several decades by it’s piers however overshadows it’s younger predecessor in raw firepower and tonnage. A true UNSC warship, Able to brawl with most of what the sector can throw at it. Still lacking in the Flux department but able to deliver a *** load of sustained firepower thanks to it’s extensive medium missile slots and Autofoge system to replenish them.
Autumn Class Battlecruiser: One of the more powerful ships in the expansion, with more efficient flux, higher speed, larger-efficient MAC and heavier armour than the Halcyon.
Vindication Class Battleship: A ship killer very faithful to the lore description. If unsc ships are railgins with a ship built around them, then the Vindication is an Orbital Defence Platform wrapped in a starship hull. Needs a considerable escort while engaging since it’s SMAC’s need time to charge and reload.
Punic Class Supercarriar: The OG Punic in all it’s glory! It’s a true leviathan, with 6 fighter bays and the reserve deployment system, you can overwhelm and saturate a target with 12 longswords (if you feel so inclined). Slap 4 Breakwater heavy coilguns on the large ballistic slots and watch pesky flankers get pulverized.
Infinity Class Supercarriar: A Re-worked version of ssthehunter's Infinity. It felt a little too game-ruining as it would literally solo entire 600+ DP fleets without breaking a sweat. I made it’s spite larger and added more missile slots. It’s still the most powerful UNSC ship in this mod by a LONG SHOT. (note: due to it being such a meme of a ship, the only way to obtain it is via a rare blueprint, or console commands)[close]SpoilerWEAPONS:
Archer Missiles: The mainstay of the UNSC arsenal with a nice variety of warheads. These come in 3 different flavours: Kinetic, High explosive and EMP.
Howler Missiles: Howlers lack the versatility of the Archer but make up for them with their sheer volume and speed when fired.
Shiva: A classic UNSC finisher is a middle ground between the Atropos and the reaper with a guided warhead. Comes in Medium and large.
Hyperion: The biggest baddest missile used by UNSC ships. It’s a very long range, gigantic nuclear warhead with good tracking and a terrible reload time.
Streak PD: A close range point defence missile launcher.
Breakwater: The largest externally mounted weapon system in the UNSC arsenal, fires a volley of 3 coil gun shots with high accuracy.[close]
Installation notes:
Just replace the original UNSC file with this one in the mod folder. PLEASE NOTE: You will need to start a new save if you already have one with the original UNSC mod.
Let me know if you have any issues or problems with the MOD, If there’s anything screamingly obvious I missed out or something buggy let me know! :)
In closing
I hope this satiates your thirst of more Halo ship content, because making and playing this mod has definitely felt good.
If there are concerns about the balance and power of the ships and weapons in this mod, feel free to tinker with them yourself or send me a message and I’ll see what I can do. I sincerely hope you enjoy this unofficial expansion for this awesome mod.
Thank you for Apple Marine for making this mod and Zanda for the Anlace sprite :)
Cheers,
StargazerRJL
Download Link here: https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing (https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing)
HERE WE GO!
(https://i.imgur.com/WaIUNEt.jpg)
(https://i.imgur.com/mQSYSRu.jpg)
An unofficial expansion to the UNSC mod generously made by AppleMarine and expanded upon by myself.
Alongside Additional ships and weapons, some balancing has been made to fully convey the strengths, weaknesses and overall experience of how the UNSC ships would feel in an engagement.
Listed below is the additional content:SpoilerSHIPS:
Lancer Corvette: This feels like a spinal MAC mounted to the frame of a racing car. Excels at capturing points and harassing larger ships.
Anlace Frigate: Thanks to Zanda for providing the lovely sprite for this one. The quintessential electronic Warfare ship which makes an amazing escort thanks to it’s EMP emitter. It’s also mounted with a Helios laser turret which can tear a chunk out of larger ships in pursuit.
Hillsborough light cruiser: A nice middleground between the Halberd and Halcyon, albeit probably worse overall than the Halberd (the way it was intended). Being as Lore accurate as possible, the Hillsborough lacks in armour, Power and efficiency, however strap enough Archer missiles to this ancient metal brick and it will be sure to do some damage. Personally, my favourite ship I’ve made, it just feels bad in the right kind of way.
Orion Assault Carrier: This replaced the role of the original “Punic II” from the mod. Larger than it’s predecessor, it’s faithful to it’s role in the Halo universe as a great all-rounder. It features an advanced ground support package and a salvage gantry. Due to the Orion’s ability to produce fuel and equipment, it’s supply cost and fuel cost are drastically lower for a ship of it’s size.
Valiant superheavy battlecruiser: An expensive, inefficient leviathan, outdated by several decades by it’s piers however overshadows it’s younger predecessor in raw firepower and tonnage. A true UNSC warship, Able to brawl with most of what the sector can throw at it. Still lacking in the Flux department but able to deliver a *** load of sustained firepower thanks to it’s extensive medium missile slots and Autofoge system to replenish them.
Autumn Class Battlecruiser: One of the more powerful ships in the expansion, with more efficient flux, higher speed, larger-efficient MAC and heavier armour than the Halcyon.
Vindication Class Battleship: A ship killer very faithful to the lore description. If unsc ships are railgins with a ship built around them, then the Vindication is an Orbital Defence Platform wrapped in a starship hull. Needs a considerable escort while engaging since it’s SMAC’s need time to charge and reload.
Punic Class Supercarriar: The OG Punic in all it’s glory! It’s a true leviathan, with 6 fighter bays and the reserve deployment system, you can overwhelm and saturate a target with 12 longswords (if you feel so inclined). Slap 4 Breakwater heavy coilguns on the large ballistic slots and watch pesky flankers get pulverized.
Infinity Class Supercarriar: A Re-worked version of ssthehunter's Infinity. It felt a little too game-ruining as it would literally solo entire 600+ DP fleets without breaking a sweat. I made it’s spite larger and added more missile slots. It’s still the most powerful UNSC ship in this mod by a LONG SHOT. (note: due to it being such a meme of a ship, the only way to obtain it is via a rare blueprint, or console commands)[close]SpoilerWEAPONS:
Archer Missiles: The mainstay of the UNSC arsenal with a nice variety of warheads. These come in 3 different flavours: Kinetic, High explosive and EMP.
Howler Missiles: Howlers lack the versatility of the Archer but make up for them with their sheer volume and speed when fired.
Shiva: A classic UNSC finisher is a middle ground between the Atropos and the reaper with a guided warhead. Comes in Medium and large.
Hyperion: The biggest baddest missile used by UNSC ships. It’s a very long range, gigantic nuclear warhead with good tracking and a terrible reload time.
Streak PD: A close range point defence missile launcher.
Breakwater: The largest externally mounted weapon system in the UNSC arsenal, fires a volley of 3 coil gun shots with high accuracy.[close]
Installation notes:
Just replace the original UNSC file with this one in the mod folder. PLEASE NOTE: You will need to start a new save if you already have one with the original UNSC mod.
Let me know if you have any issues or problems with the MOD, If there’s anything screamingly obvious I missed out or something buggy let me know! :)
In closing
I hope this satiates your thirst of more Halo ship content, because making and playing this mod has definitely felt good.
If there are concerns about the balance and power of the ships and weapons in this mod, feel free to tinker with them yourself or send me a message and I’ll see what I can do. I sincerely hope you enjoy this unofficial expansion for this awesome mod.
Thank you for Apple Marine for making this mod and Zanda for the Anlace sprite :)
Cheers,
StargazerRJL
Download Link here: https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing (https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing)
You might wanna fix some of the ships, more specifically the Punics, whenever I try to scroll through the simulation battle, the game crashes because of missing weapon slots.
HERE WE GO!
(https://i.imgur.com/WaIUNEt.jpg)
(https://i.imgur.com/mQSYSRu.jpg)
An unofficial expansion to the UNSC mod generously made by AppleMarine and expanded upon by myself.
Alongside Additional ships and weapons, some balancing has been made to fully convey the strengths, weaknesses and overall experience of how the UNSC ships would feel in an engagement.
Listed below is the additional content:SpoilerSHIPS:
Lancer Corvette: This feels like a spinal MAC mounted to the frame of a racing car. Excels at capturing points and harassing larger ships.
Anlace Frigate: Thanks to Zanda for providing the lovely sprite for this one. The quintessential electronic Warfare ship which makes an amazing escort thanks to it%u2019s EMP emitter. It%u2019s also mounted with a Helios laser turret which can tear a chunk out of larger ships in pursuit.
Hillsborough light cruiser: A nice middleground between the Halberd and Halcyon, albeit probably worse overall than the Halberd (the way it was intended). Being as Lore accurate as possible, the Hillsborough lacks in armour, Power and efficiency, however strap enough Archer missiles to this ancient metal brick and it will be sure to do some damage. Personally, my favourite ship I%u2019ve made, it just feels bad in the right kind of way.
Orion Assault Carrier: This replaced the role of the original %u201CPunic II%u201D from the mod. Larger than it%u2019s predecessor, it%u2019s faithful to it%u2019s role in the Halo universe as a great all-rounder. It features an advanced ground support package and a salvage gantry. Due to the Orion%u2019s ability to produce fuel and equipment, it%u2019s supply cost and fuel cost are drastically lower for a ship of it%u2019s size.
Valiant superheavy battlecruiser: An expensive, inefficient leviathan, outdated by several decades by it%u2019s piers however overshadows it%u2019s younger predecessor in raw firepower and tonnage. A true UNSC warship, Able to brawl with most of what the sector can throw at it. Still lacking in the Flux department but able to deliver a *** load of sustained firepower thanks to it%u2019s extensive medium missile slots and Autofoge system to replenish them.
Autumn Class Battlecruiser: One of the more powerful ships in the expansion, with more efficient flux, higher speed, larger-efficient MAC and heavier armour than the Halcyon.
Vindication Class Battleship: A ship killer very faithful to the lore description. If unsc ships are railgins with a ship built around them, then the Vindication is an Orbital Defence Platform wrapped in a starship hull. Needs a considerable escort while engaging since it%u2019s SMAC%u2019s need time to charge and reload.
Punic Class Supercarriar: The OG Punic in all it%u2019s glory! It%u2019s a true leviathan, with 6 fighter bays and the reserve deployment system, you can overwhelm and saturate a target with 12 longswords (if you feel so inclined). Slap 4 Breakwater heavy coilguns on the large ballistic slots and watch pesky flankers get pulverized.
Infinity Class Supercarriar: A Re-worked version of ssthehunter's Infinity. It felt a little too game-ruining as it would literally solo entire 600+ DP fleets without breaking a sweat. I made it%u2019s spite larger and added more missile slots. It%u2019s still the most powerful UNSC ship in this mod by a LONG SHOT. (note: due to it being such a meme of a ship, the only way to obtain it is via a rare blueprint, or console commands)[close]SpoilerWEAPONS:
Archer Missiles: The mainstay of the UNSC arsenal with a nice variety of warheads. These come in 3 different flavours: Kinetic, High explosive and EMP.
Howler Missiles: Howlers lack the versatility of the Archer but make up for them with their sheer volume and speed when fired.
Shiva: A classic UNSC finisher is a middle ground between the Atropos and the reaper with a guided warhead. Comes in Medium and large.
Hyperion: The biggest baddest missile used by UNSC ships. It%u2019s a very long range, gigantic nuclear warhead with good tracking and a terrible reload time.
Streak PD: A close range point defence missile launcher.
Breakwater: The largest externally mounted weapon system in the UNSC arsenal, fires a volley of 3 coil gun shots with high accuracy.[close]
Installation notes:
Just replace the original UNSC file with this one in the mod folder. PLEASE NOTE: You will need to start a new save if you already have one with the original UNSC mod.
Let me know if you have any issues or problems with the MOD, If there%u2019s anything screamingly obvious I missed out or something buggy let me know! :)
In closing
I hope this satiates your thirst of more Halo ship content, because making and playing this mod has definitely felt good.
If there are concerns about the balance and power of the ships and weapons in this mod, feel free to tinker with them yourself or send me a message and I%u2019ll see what I can do. I sincerely hope you enjoy this unofficial expansion for this awesome mod.
Thank you for Apple Marine for making this mod and Zanda for the Anlace sprite :)
Cheers,
StargazerRJL
Download Link here: https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing (https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing)
HERE WE GO!
(https://i.imgur.com/WaIUNEt.jpg)
(https://i.imgur.com/mQSYSRu.jpg)
An unofficial expansion to the UNSC mod generously made by AppleMarine and expanded upon by myself.
Alongside Additional ships and weapons, some balancing has been made to fully convey the strengths, weaknesses and overall experience of how the UNSC ships would feel in an engagement.
Listed below is the additional content:SpoilerSHIPS:
Lancer Corvette: This feels like a spinal MAC mounted to the frame of a racing car. Excels at capturing points and harassing larger ships.
Anlace Frigate: Thanks to Zanda for providing the lovely sprite for this one. The quintessential electronic Warfare ship which makes an amazing escort thanks to it%u2019s EMP emitter. It%u2019s also mounted with a Helios laser turret which can tear a chunk out of larger ships in pursuit.
Hillsborough light cruiser: A nice middleground between the Halberd and Halcyon, albeit probably worse overall than the Halberd (the way it was intended). Being as Lore accurate as possible, the Hillsborough lacks in armour, Power and efficiency, however strap enough Archer missiles to this ancient metal brick and it will be sure to do some damage. Personally, my favourite ship I%u2019ve made, it just feels bad in the right kind of way.
Orion Assault Carrier: This replaced the role of the original %u201CPunic II%u201D from the mod. Larger than it%u2019s predecessor, it%u2019s faithful to it%u2019s role in the Halo universe as a great all-rounder. It features an advanced ground support package and a salvage gantry. Due to the Orion%u2019s ability to produce fuel and equipment, it%u2019s supply cost and fuel cost are drastically lower for a ship of it%u2019s size.
Valiant superheavy battlecruiser: An expensive, inefficient leviathan, outdated by several decades by it%u2019s piers however overshadows it%u2019s younger predecessor in raw firepower and tonnage. A true UNSC warship, Able to brawl with most of what the sector can throw at it. Still lacking in the Flux department but able to deliver a *** load of sustained firepower thanks to it%u2019s extensive medium missile slots and Autofoge system to replenish them.
Autumn Class Battlecruiser: One of the more powerful ships in the expansion, with more efficient flux, higher speed, larger-efficient MAC and heavier armour than the Halcyon.
Vindication Class Battleship: A ship killer very faithful to the lore description. If unsc ships are railgins with a ship built around them, then the Vindication is an Orbital Defence Platform wrapped in a starship hull. Needs a considerable escort while engaging since it%u2019s SMAC%u2019s need time to charge and reload.
Punic Class Supercarriar: The OG Punic in all it%u2019s glory! It%u2019s a true leviathan, with 6 fighter bays and the reserve deployment system, you can overwhelm and saturate a target with 12 longswords (if you feel so inclined). Slap 4 Breakwater heavy coilguns on the large ballistic slots and watch pesky flankers get pulverized.
Infinity Class Supercarriar: A Re-worked version of ssthehunter's Infinity. It felt a little too game-ruining as it would literally solo entire 600+ DP fleets without breaking a sweat. I made it%u2019s spite larger and added more missile slots. It%u2019s still the most powerful UNSC ship in this mod by a LONG SHOT. (note: due to it being such a meme of a ship, the only way to obtain it is via a rare blueprint, or console commands)[close]SpoilerWEAPONS:
Archer Missiles: The mainstay of the UNSC arsenal with a nice variety of warheads. These come in 3 different flavours: Kinetic, High explosive and EMP.
Howler Missiles: Howlers lack the versatility of the Archer but make up for them with their sheer volume and speed when fired.
Shiva: A classic UNSC finisher is a middle ground between the Atropos and the reaper with a guided warhead. Comes in Medium and large.
Hyperion: The biggest baddest missile used by UNSC ships. It%u2019s a very long range, gigantic nuclear warhead with good tracking and a terrible reload time.
Streak PD: A close range point defence missile launcher.
Breakwater: The largest externally mounted weapon system in the UNSC arsenal, fires a volley of 3 coil gun shots with high accuracy.[close]
Installation notes:
Just replace the original UNSC file with this one in the mod folder. PLEASE NOTE: You will need to start a new save if you already have one with the original UNSC mod.
Let me know if you have any issues or problems with the MOD, If there%u2019s anything screamingly obvious I missed out or something buggy let me know! :)
In closing
I hope this satiates your thirst of more Halo ship content, because making and playing this mod has definitely felt good.
If there are concerns about the balance and power of the ships and weapons in this mod, feel free to tinker with them yourself or send me a message and I%u2019ll see what I can do. I sincerely hope you enjoy this unofficial expansion for this awesome mod.
Thank you for Apple Marine for making this mod and Zanda for the Anlace sprite :)
Cheers,
StargazerRJL
Download Link here: https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing (https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing)
noticed the paris doesnt have OP to manage the new additional missile launchers as standard. The design seems to be based around 100op but the max is still 75.
EDIT: also noted how the standard layout from nexerilin game start comes equipped with medium archer missile pods in the small missile slots.
Ok so to add to what I mentioned previously, its happening for essentially every weapon id slot on that ship, could be something affecting the whole file, or how its loaded in
HERE WE GO!
(https://i.imgur.com/WaIUNEt.jpg)
(https://i.imgur.com/mQSYSRu.jpg)
An unofficial expansion to the UNSC mod generously made by AppleMarine and expanded upon by myself.
Alongside Additional ships and weapons, some balancing has been made to fully convey the strengths, weaknesses and overall experience of how the UNSC ships would feel in an engagement.
Listed below is the additional content:SpoilerSHIPS:
Lancer Corvette: This feels like a spinal MAC mounted to the frame of a racing car. Excels at capturing points and harassing larger ships.
Anlace Frigate: Thanks to Zanda for providing the lovely sprite for this one. The quintessential electronic Warfare ship which makes an amazing escort thanks to it’s EMP emitter. It’s also mounted with a Helios laser turret which can tear a chunk out of larger ships in pursuit.
Hillsborough light cruiser: A nice middleground between the Halberd and Halcyon, albeit probably worse overall than the Halberd (the way it was intended). Being as Lore accurate as possible, the Hillsborough lacks in armour, Power and efficiency, however strap enough Archer missiles to this ancient metal brick and it will be sure to do some damage. Personally, my favourite ship I’ve made, it just feels bad in the right kind of way.
Orion Assault Carrier: This replaced the role of the original “Punic II” from the mod. Larger than it’s predecessor, it’s faithful to it’s role in the Halo universe as a great all-rounder. It features an advanced ground support package and a salvage gantry. Due to the Orion’s ability to produce fuel and equipment, it’s supply cost and fuel cost are drastically lower for a ship of it’s size.
Valiant superheavy battlecruiser: An expensive, inefficient leviathan, outdated by several decades by it’s piers however overshadows it’s younger predecessor in raw firepower and tonnage. A true UNSC warship, Able to brawl with most of what the sector can throw at it. Still lacking in the Flux department but able to deliver a *** load of sustained firepower thanks to it’s extensive medium missile slots and Autofoge system to replenish them.
Autumn Class Battlecruiser: One of the more powerful ships in the expansion, with more efficient flux, higher speed, larger-efficient MAC and heavier armour than the Halcyon.
Vindication Class Battleship: A ship killer very faithful to the lore description. If unsc ships are railgins with a ship built around them, then the Vindication is an Orbital Defence Platform wrapped in a starship hull. Needs a considerable escort while engaging since it’s SMAC’s need time to charge and reload.
Punic Class Supercarriar: The OG Punic in all it’s glory! It’s a true leviathan, with 6 fighter bays and the reserve deployment system, you can overwhelm and saturate a target with 12 longswords (if you feel so inclined). Slap 4 Breakwater heavy coilguns on the large ballistic slots and watch pesky flankers get pulverized.
Infinity Class Supercarriar: A Re-worked version of ssthehunter's Infinity. It felt a little too game-ruining as it would literally solo entire 600+ DP fleets without breaking a sweat. I made it’s spite larger and added more missile slots. It’s still the most powerful UNSC ship in this mod by a LONG SHOT. (note: due to it being such a meme of a ship, the only way to obtain it is via a rare blueprint, or console commands)[close]SpoilerWEAPONS:
Archer Missiles: The mainstay of the UNSC arsenal with a nice variety of warheads. These come in 3 different flavours: Kinetic, High explosive and EMP.
Howler Missiles: Howlers lack the versatility of the Archer but make up for them with their sheer volume and speed when fired.
Shiva: A classic UNSC finisher is a middle ground between the Atropos and the reaper with a guided warhead. Comes in Medium and large.
Hyperion: The biggest baddest missile used by UNSC ships. It’s a very long range, gigantic nuclear warhead with good tracking and a terrible reload time.
Streak PD: A close range point defence missile launcher.
Breakwater: The largest externally mounted weapon system in the UNSC arsenal, fires a volley of 3 coil gun shots with high accuracy.[close]
Installation notes:
Just replace the original UNSC file with this one in the mod folder. PLEASE NOTE: You will need to start a new save if you already have one with the original UNSC mod.
Let me know if you have any issues or problems with the MOD, If there’s anything screamingly obvious I missed out or something buggy let me know! :)
In closing
I hope this satiates your thirst of more Halo ship content, because making and playing this mod has definitely felt good.
If there are concerns about the balance and power of the ships and weapons in this mod, feel free to tinker with them yourself or send me a message and I’ll see what I can do. I sincerely hope you enjoy this unofficial expansion for this awesome mod.
Thank you for Apple Marine for making this mod and Zanda for the Anlace sprite :)
Cheers,
StargazerRJL
Download Link here: https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing (https://drive.google.com/file/d/1sYiUWTNamRY3M-FxsoeVvYp7zdJHDOIU/view?usp=sharing)
Been playing for a bit, with the addition of so many new additions to the UNSC weapons roster, are we able increase the availability of the UNSC weapons in UNSC markets? I've been struggling to get enough Ramparts and Goalkeepers to give a try for the new ships. Also, is the Halberd not supposed to have a hangar anymore?
Edit: Also, the Hillsborough MAC apparently has a refire delay between shots as 15 seconds. Is this supposed to be the way? For reference, the Halberd MAC is 1.3 seconds between shots. Paris MAC has 13 second delay and Lancer has 11 second delay, but neither of them have magazines like the Hillsborough and Halberd.
Been playing for a bit, with the addition of so many new additions to the UNSC weapons roster, are we able increase the availability of the UNSC weapons in UNSC markets? I've been struggling to get enough Ramparts and Goalkeepers to give a try for the new ships. Also, is the Halberd not supposed to have a hangar anymore?
Edit: Also, the Hillsborough MAC apparently has a refire delay between shots as 15 seconds. Is this supposed to be the way? For reference, the Halberd MAC is 1.3 seconds between shots. Paris MAC has 13 second delay and Lancer has 11 second delay, but neither of them have magazines like the Hillsborough and Halberd.
Hey, I hope you're enjoying the ships! I've lowered the rarity of the rarity of the PD weapons so hopefully they will appear more often on markets. Regarding the Hillsborough's mac, YES that's a feature. Due to the fact that it's one of the oldest UNSC ships (lore wise) in the mod. It's mac has limited ammo however it does replenish over time :)
Also, here's a little extra I was working on!
It contains some new smaller ships, and some fighters.Spoiler
New ships:
Prowler Corvette (https://i.imgur.com/kdkGo5c.png)
Stalwart Frigate (https://i.imgur.com/rZw22wf.png)
Mulsanne Frigate (https://i.imgur.com/qRZOlUW.png)
New Fighters:
Baselard (https://i.imgur.com/i9rA07i.png)
Pegasus (https://i.imgur.com/lsRxHQo.png)[close]
Installation
https://drive.google.com/file/d/1qUgZqa04QkQpmJyk9MgXBDN-B2uobz8y/view?usp=sharing (https://drive.google.com/file/d/1qUgZqa04QkQpmJyk9MgXBDN-B2uobz8y/view?usp=sharing)
REPLACE THIS FILE WITH THE EXISTING "UNSC" MOD FILE TO INSTALL. IF YOU ATTEMPT TO RUN THIS MOD WITH A PRE-EXISTING CAMPAGIN SAVE USING THE ORIGINAL UNSC MOD (By AppleMArineXX) IT WILL NOT WORK.
Enjoy! :D
Forget Shiva, only Archer spam. Attempt to recreate canonical massed missile fire. Group all Archers into weapon group, set to autofire. Has solved issue of entire fleet emptying MAC magazines on frigates and missing.
As for shield pierce, no clue on how you might do that. Maybe a multi-stage thing that happens only on collision? I can barely parse the error log, so that seems like black magic to me.
im going to list all weapons that i fell are missing in the UNSC in starsector
small and medium ballistic weapons
yeah there is nothing else missing
StargazerRJL you are amazing
Also im noticing some stability problems
(when i load the game in Audere my game freezes like 30 seconds after loading in)
Also im noticing some stability problems
(when i load the game in Audere my game freezes like 30 seconds after loading in)
Can you send me your starsector log?
Archer spam is extremely satisfying!! Especially when you mix all 3 flavors together :P
Yeah regarding the shield pierce, It looks like someone was wanting to create a similar thing a while ago and came to the conclusion it would be verrryy difficult so if some coding prodigy has a line of code I could throw into the MAC weapon file, that would be awesome!
noticing an error in game (not sure if it's this mod but seems a likely candidate) where the contacts i meet that are UNSC offer nanoforge production with their blueprints and then dont have anything at all in the menu. It's only with UNSC contacts, one is a contact and the other two were met at a bar in audere.
noticing an error in game (not sure if it's this mod but seems a likely candidate) where the contacts i meet that are UNSC offer nanoforge production with their blueprints and then dont have anything at all in the menu. It's only with UNSC contacts, one is a contact and the other two were met at a bar in audere.
Oh that's a strange one, Is this a vanilla feature or a Nerexelin thing? Either way, I'll see what I can do about fixing this. It shouldn't be too complicated to sort :)
I hope you're enjoying the mod regardless! Have you tried out the Mulsanne Frigate?
noticing an error in game (not sure if it's this mod but seems a likely candidate) where the contacts i meet that are UNSC offer nanoforge production with their blueprints and then dont have anything at all in the menu. It's only with UNSC contacts, one is a contact and the other two were met at a bar in audere.
Oh that's a strange one, Is this a vanilla feature or a Nerexelin thing? Either way, I'll see what I can do about fixing this. It shouldn't be too complicated to sort :)
I hope you're enjoying the mod regardless! Have you tried out the Mulsanne Frigate?
I see, I've looked for a way to fix this but I genuinely don't know what I'm missing. I'm sorry you're having this problem and will continue to look for fixes. Thanks for bringing this to my attention.
it's a vanilla feature to have a contact in game that offers nanoforge construction and to have a regular contact you can speak to about regular supplies of missions. it justs so happens that since i updated to your version of the mod the contact doesnt have any ships/weapons/fighters despite offering to let me use the factions blueprints. i actually havent tried out the Mulsanne Frigate yet but i've been meaning to start a UNSC playthrough.
the covenant is really strong like i tested it and jesus its wayyyy too strong
the covenant is really strong like i tested it and jesus its wayyyy too strong
https://www.halopedia.org/Human-Covenant_War (https://www.halopedia.org/Human-Covenant_War)
The Covenant are aliens who are like 6000 years ahead of humanity during the H-C war, Of course they're gonna be strong.SpoilerSome covenant ships appear in redacted fleets and act as an equalizer for how insanely OP mac guns are compared to the base game. Moreover, If you have a character invested some combat abilities you can solo a Sinaris destroyer, Ket cruiser and Ester frigate with a Punic.[close]
If you're truly unhappy with the balances which I believe are pretty accurate feel free to open the "ship Data" CSV and lower some values on the Cov ships so you can live out your power fantasy :P
i meant that they are way too strong for normal ships but that means they will be a good challenge ;D
so can you buff audere stargazer ?
(make special buildings only unsc has, one for each planet)
like:
so for ostia +2 of everything it produces and +1 stability (name of structure) (something with the covenant or UNSC technology)(unsc exclusive)
for ordelia a unsc nanoforge (special item unsc exclusive)
now New Harvest:
First low tech or high tech star fortress (cus middle tech sucks)(has Alpha AI core as default)
now a special high command structure (+2 stability +2 small/light patrols +1 middle/medium patrols) (with Alpha AI + 3 small patrols +2 medium patrols +1 heavy patrol)
(has Alpha AI core as default)
reason why i want these buffs ( You can nerf the buffs) is that unsc is kinda weak ( capitals in fleets are very rare and they are D modded )
also can you make it that factions that unsc is suspicious of (or worse) cant have unsc weapons or ships in markets (not even BM) and factions that are favorable (or better) have a higher chance of having unsc weapons/ships.
What i meant was that is that players that use autofit and op ships are gonna get smashed into the ground and complain on forums :)the covenant is really strong like i tested it and jesus its wayyyy too strong
https://www.halopedia.org/Human-Covenant_War (https://www.halopedia.org/Human-Covenant_War)
The Covenant are aliens who are like 6000 years ahead of humanity during the H-C war, Of course they're gonna be strong.SpoilerSome covenant ships appear in redacted fleets and act as an equalizer for how insanely OP mac guns are compared to the base game. Moreover, If you have a character invested some combat abilities you can solo a Sinaris destroyer, Ket cruiser and Ester frigate with a Punic.[close]
If you're truly unhappy with the balances which I believe are pretty accurate feel free to open the "ship Data" CSV and lower some values on the Cov ships so you can live out your power fantasy :P
I can't find UNSC INFINITY in which system is it, if not, is there another way to get it?
I was able to buy 6 Covenant ships for less than 2k, I take it Nexerelin wasn't considered when they were added? XD
Aside from that, my first combat encounter with Covenant ships was rather unpleasant, which I found surprising with how big my almost entirely UNSC fleet was.
Stargazer what is your goal ?
(what you want to add)
The shields are the main thing I had trouble with, and to be precise about how I purchased them, I bought them from Midnight Dissonant in the form of a production order, though on second though I think I'm probably wrong about Midnight being from Nexerelin, but I'm not sure which of the other mods I use it would be since they are found at Prism, there was also an earlier ship I purchased similar to how you can sometimes purchase ships from contacts, but compared to 3 Kerel supercarriers and 3 Ket battleships that one was nothing.I was able to buy 6 Covenant ships for less than 2k, I take it Nexerelin wasn't considered when they were added? XD
Aside from that, my first combat encounter with Covenant ships was rather unpleasant, which I found surprising with how big my almost entirely UNSC fleet was.
Holy ***! Yeah ill fix that issue as soon as I can! Thanks for bringing this to my attention. Where did you find them for sale? I have the "no_dealer" tag in the CSV so they shouldn't appear but maybe the prism freeport overrides this. Maybe a dirty fix for this could be making the price 99999999 for now until i find a better solution.
Also I'll nerf the cov ships a lil bit. Maybe less shields... Or shorten the range on their plasma lance
no just noThe shields are the main thing I had trouble with, and to be precise about how I purchased them, I bought them from Midnight Dissonant in the form of a production order, though on second though I think I'm probably wrong about Midnight being from Nexerelin, but I'm not sure which of the other mods I use it would be since they are found at Prism, there was also an earlier ship I purchased similar to how you can sometimes purchase ships from contacts, but compared to 3 Kerel supercarriers and 3 Ket battleships that one was nothing.I was able to buy 6 Covenant ships for less than 2k, I take it Nexerelin wasn't considered when they were added? XD
Aside from that, my first combat encounter with Covenant ships was rather unpleasant, which I found surprising with how big my almost entirely UNSC fleet was.
Holy ***! Yeah ill fix that issue as soon as I can! Thanks for bringing this to my attention. Where did you find them for sale? I have the "no_dealer" tag in the CSV so they shouldn't appear but maybe the prism freeport overrides this. Maybe a dirty fix for this could be making the price 99999999 for now until i find a better solution.
Also I'll nerf the cov ships a lil bit. Maybe less shields... Or shorten the range on their plasma lance
Addition: Oh, I've also been finding Strident Garrison LPC's very rarely as either loot or for sale in Prism's High-end dealer.
Addition 2: Instead of 99999999, why not high, but relatively achievable prices since the only way I've managed to get any of the high end covenant ships is buying them from an AI? eg. 25M-50M for a Kerel and 5M-10M for a Ket
You dont seem to realize Im currently using them. Yes, they are powerful, but they are far from unbeatable. By all means make them expensive to balance their power, but making them unobtainable is just as unfair as making them too easy to obtain.no just noThe shields are the main thing I had trouble with, and to be precise about how I purchased them, I bought them from Midnight Dissonant in the form of a production order, though on second though I think I'm probably wrong about Midnight being from Nexerelin, but I'm not sure which of the other mods I use it would be since they are found at Prism, there was also an earlier ship I purchased similar to how you can sometimes purchase ships from contacts, but compared to 3 Kerel supercarriers and 3 Ket battleships that one was nothing.I was able to buy 6 Covenant ships for less than 2k, I take it Nexerelin wasn't considered when they were added? XD
Aside from that, my first combat encounter with Covenant ships was rather unpleasant, which I found surprising with how big my almost entirely UNSC fleet was.
Holy ***! Yeah ill fix that issue as soon as I can! Thanks for bringing this to my attention. Where did you find them for sale? I have the "no_dealer" tag in the CSV so they shouldn't appear but maybe the prism freeport overrides this. Maybe a dirty fix for this could be making the price 99999999 for now until i find a better solution.
Also I'll nerf the cov ships a lil bit. Maybe less shields... Or shorten the range on their plasma lance
Addition: Oh, I've also been finding Strident Garrison LPC's very rarely as either loot or for sale in Prism's High-end dealer.
Addition 2: Instead of 99999999, why not high, but relatively achievable prices since the only way I've managed to get any of the high end covenant ships is buying them from an AI? eg. 25M-50M for a Kerel and 5M-10M for a Ket
(cov ships are really powerfull, so giving it to a player is not a good idea
best way is making them extremly difficult to obtain and make it not be player controlledYou dont seem to realize Im currently using them. Yes, they are powerful, but they are far from unbeatable. By all means make them expensive to balance their power, but making them unobtainable is just as unfair as making them too easy to obtain.no just noThe shields are the main thing I had trouble with, and to be precise about how I purchased them, I bought them from Midnight Dissonant in the form of a production order, though on second though I think I'm probably wrong about Midnight being from Nexerelin, but I'm not sure which of the other mods I use it would be since they are found at Prism, there was also an earlier ship I purchased similar to how you can sometimes purchase ships from contacts, but compared to 3 Kerel supercarriers and 3 Ket battleships that one was nothing.I was able to buy 6 Covenant ships for less than 2k, I take it Nexerelin wasn't considered when they were added? XD
Aside from that, my first combat encounter with Covenant ships was rather unpleasant, which I found surprising with how big my almost entirely UNSC fleet was.
Holy ***! Yeah ill fix that issue as soon as I can! Thanks for bringing this to my attention. Where did you find them for sale? I have the "no_dealer" tag in the CSV so they shouldn't appear but maybe the prism freeport overrides this. Maybe a dirty fix for this could be making the price 99999999 for now until i find a better solution.
Also I'll nerf the cov ships a lil bit. Maybe less shields... Or shorten the range on their plasma lance
Addition: Oh, I've also been finding Strident Garrison LPC's very rarely as either loot or for sale in Prism's High-end dealer.
Addition 2: Instead of 99999999, why not high, but relatively achievable prices since the only way I've managed to get any of the high end covenant ships is buying them from an AI? eg. 25M-50M for a Kerel and 5M-10M for a Ket
(cov ships are really powerfull, so giving it to a player is not a good idea
You don't sound like you have enough experience to comment on balancing, before I greatly increased battle sizes for myself the game would regularly screw me over with numerical disadvantages because ships don't even follow orders half the time for me, regardless of battle size. No amount of skill will save you from your ships balling up in the middle of the map for no reason, what will is a numerical and/or technological advantage over the enemy and when the game refuses to give you numbers, you're left with one option.best way is making them extremly difficult to obtain and make it not be player controlled
You dont seem to realize Im currently using them. Yes, they are powerful, but they are far from unbeatable. By all means make them expensive to balance their power, but making them unobtainable is just as unfair as making them too easy to obtain.
(automated ship)
HERE WE GO!Hey so mind if i use the MAC and the Breakwater for a project of mine? Ill credit you
(https://i.imgur.com/WaIUNEt.jpg)
(https://i.imgur.com/mQSYSRu.jpg)
An unofficial expansion to the UNSC mod generously made by AppleMarine and expanded upon by myself.
Alongside Additional ships and weapons, some balancing has been made to fully convey the strengths, weaknesses and overall experience of how the UNSC ships would feel in an engagement.
Listed below is the additional content:SpoilerSHIPS:
Lancer Corvette: This feels like a spinal MAC mounted to the frame of a racing car. Excels at capturing points and harassing larger ships.
Anlace Frigate: Thanks to Zanda for providing the lovely sprite for this one. The quintessential electronic Warfare ship which makes an amazing escort thanks to it’s EMP emitter. It’s also mounted with a Helios laser turret which can tear a chunk out of larger ships in pursuit.
Hillsborough light cruiser: A nice middleground between the Halberd and Halcyon, albeit probably worse overall than the Halberd (the way it was intended). Being as Lore accurate as possible, the Hillsborough lacks in armour, Power and efficiency, however strap enough Archer missiles to this ancient metal brick and it will be sure to do some damage. Personally, my favourite ship I’ve made, it just feels bad in the right kind of way.
Orion Assault Carrier: This replaced the role of the original “Punic II” from the mod. Larger than it’s predecessor, it’s faithful to it’s role in the Halo universe as a great all-rounder. It features an advanced ground support package and a salvage gantry. Due to the Orion’s ability to produce fuel and equipment, it’s supply cost and fuel cost are drastically lower for a ship of it’s size.
Valiant superheavy battlecruiser: An expensive, inefficient leviathan, outdated by several decades by it’s piers however overshadows it’s younger predecessor in raw firepower and tonnage. A true UNSC warship, Able to brawl with most of what the sector can throw at it. Still lacking in the Flux department but able to deliver a *** load of sustained firepower thanks to it’s extensive medium missile slots and Autofoge system to replenish them.
Autumn Class Battlecruiser: One of the more powerful ships in the expansion, with more efficient flux, higher speed, larger-efficient MAC and heavier armour than the Halcyon.
Vindication Class Battleship: A ship killer very faithful to the lore description. If unsc ships are railgins with a ship built around them, then the Vindication is an Orbital Defence Platform wrapped in a starship hull. Needs a considerable escort while engaging since it’s SMAC’s need time to charge and reload.
Punic Class Supercarriar: The OG Punic in all it’s glory! It’s a true leviathan, with 6 fighter bays and the reserve deployment system, you can overwhelm and saturate a target with 12 longswords (if you feel so inclined). Slap 4 Breakwater heavy coilguns on the large ballistic slots and watch pesky flankers get pulverized.
Infinity Class Supercarriar: A Re-worked version of ssthehunter's Infinity. It felt a little too game-ruining as it would literally solo entire 600+ DP fleets without breaking a sweat. I made it’s spite larger and added more missile slots. It’s still the most powerful UNSC ship in this mod by a LONG SHOT. (note: due to it being such a meme of a ship, the only way to obtain it is via a rare blueprint, or console commands)[close]SpoilerWEAPONS:
Archer Missiles: The mainstay of the UNSC arsenal with a nice variety of warheads. These come in 3 different flavours: Kinetic, High explosive and EMP.
Howler Missiles: Howlers lack the versatility of the Archer but make up for them with their sheer volume and speed when fired.
Shiva: A classic UNSC finisher is a middle ground between the Atropos and the reaper with a guided warhead. Comes in Medium and large.
Hyperion: The biggest baddest missile used by UNSC ships. It’s a very long range, gigantic nuclear warhead with good tracking and a terrible reload time.
Streak PD: A close range point defence missile launcher.
Breakwater: The largest externally mounted weapon system in the UNSC arsenal, fires a volley of 3 coil gun shots with high accuracy.[close]
Installation notes:
Just replace the original UNSC file with this one in the mod folder. PLEASE NOTE: You will need to start a new save if you already have one with the original UNSC mod.
Let me know if you have any issues or problems with the MOD, If there’s anything screamingly obvious I missed out or something buggy let me know! :)
In closing
I hope this satiates your thirst of more Halo ship content, because making and playing this mod has definitely felt good.
If there are concerns about the balance and power of the ships and weapons in this mod, feel free to tinker with them yourself or send me a message and I’ll see what I can do. I sincerely hope you enjoy this unofficial expansion for this awesome mod.
Thank you for Apple Marine for making this mod and Zanda for the Anlace sprite :)
Cheers,
StargazerRJL
Download Link here:https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing (https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing)
i created an account just for this, but when using the UNSC Infinity, the main mac cannons do not fire when i try to use them, they just charge up and switch cannons over and oversome of the macs have a longer charge time then what the sfx indicates hold it down for a bit longer and see if she'll fire, thats something that tripped me up so I hope thats what you have happening too rather than a bug
Neat mod, love the ships
Noticed a tiny discrepancy on the Vindication, i think
All the small turrets are supposed to be mirrored right? If so, the ones in the midsection are not. The right one has its firing arc forward facing while the left is side facing
HERE WE GO!
(https://i.imgur.com/WaIUNEt.jpg)
(https://i.imgur.com/mQSYSRu.jpg)
An unofficial expansion to the UNSC mod generously made by AppleMarine and expanded upon by myself.
Alongside Additional ships and weapons, some balancing has been made to fully convey the strengths, weaknesses and overall experience of how the UNSC ships would feel in an engagement.
Listed below is the additional content:SpoilerSHIPS:
Lancer Corvette: This feels like a spinal MAC mounted to the frame of a racing car. Excels at capturing points and harassing larger ships.
Anlace Frigate: Thanks to Zanda for providing the lovely sprite for this one. The quintessential electronic Warfare ship which makes an amazing escort thanks to it’s EMP emitter. It’s also mounted with a Helios laser turret which can tear a chunk out of larger ships in pursuit.
Hillsborough light cruiser: A nice middleground between the Halberd and Halcyon, albeit probably worse overall than the Halberd (the way it was intended). Being as Lore accurate as possible, the Hillsborough lacks in armour, Power and efficiency, however strap enough Archer missiles to this ancient metal brick and it will be sure to do some damage. Personally, my favourite ship I’ve made, it just feels bad in the right kind of way.
Orion Assault Carrier: This replaced the role of the original “Punic II” from the mod. Larger than it’s predecessor, it’s faithful to it’s role in the Halo universe as a great all-rounder. It features an advanced ground support package and a salvage gantry. Due to the Orion’s ability to produce fuel and equipment, it’s supply cost and fuel cost are drastically lower for a ship of it’s size.
Valiant superheavy battlecruiser: An expensive, inefficient leviathan, outdated by several decades by it’s piers however overshadows it’s younger predecessor in raw firepower and tonnage. A true UNSC warship, Able to brawl with most of what the sector can throw at it. Still lacking in the Flux department but able to deliver a *** load of sustained firepower thanks to it’s extensive medium missile slots and Autofoge system to replenish them.
Autumn Class Battlecruiser: One of the more powerful ships in the expansion, with more efficient flux, higher speed, larger-efficient MAC and heavier armour than the Halcyon.
Vindication Class Battleship: A ship killer very faithful to the lore description. If unsc ships are railgins with a ship built around them, then the Vindication is an Orbital Defence Platform wrapped in a starship hull. Needs a considerable escort while engaging since it’s SMAC’s need time to charge and reload.
Punic Class Supercarriar: The OG Punic in all it’s glory! It’s a true leviathan, with 6 fighter bays and the reserve deployment system, you can overwhelm and saturate a target with 12 longswords (if you feel so inclined). Slap 4 Breakwater heavy coilguns on the large ballistic slots and watch pesky flankers get pulverized.
Infinity Class Supercarriar: A Re-worked version of ssthehunter's Infinity. It felt a little too game-ruining as it would literally solo entire 600+ DP fleets without breaking a sweat. I made it’s spite larger and added more missile slots. It’s still the most powerful UNSC ship in this mod by a LONG SHOT. (note: due to it being such a meme of a ship, the only way to obtain it is via a rare blueprint, or console commands)[close]SpoilerWEAPONS:
Archer Missiles: The mainstay of the UNSC arsenal with a nice variety of warheads. These come in 3 different flavours: Kinetic, High explosive and EMP.
Howler Missiles: Howlers lack the versatility of the Archer but make up for them with their sheer volume and speed when fired.
Shiva: A classic UNSC finisher is a middle ground between the Atropos and the reaper with a guided warhead. Comes in Medium and large.
Hyperion: The biggest baddest missile used by UNSC ships. It’s a very long range, gigantic nuclear warhead with good tracking and a terrible reload time.
Streak PD: A close range point defence missile launcher.
Breakwater: The largest externally mounted weapon system in the UNSC arsenal, fires a volley of 3 coil gun shots with high accuracy.[close]
Installation notes:
Just replace the original UNSC file with this one in the mod folder. PLEASE NOTE: You will need to start a new save if you already have one with the original UNSC mod.
Let me know if you have any issues or problems with the MOD, If there’s anything screamingly obvious I missed out or something buggy let me know! :)
In closing
I hope this satiates your thirst of more Halo ship content, because making and playing this mod has definitely felt good.
If there are concerns about the balance and power of the ships and weapons in this mod, feel free to tinker with them yourself or send me a message and I’ll see what I can do. I sincerely hope you enjoy this unofficial expansion for this awesome mod.
Thank you for Apple Marine for making this mod and Zanda for the Anlace sprite :)
Cheers,
StargazerRJL
Download Link here:https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing (https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing)
Really like this idea for the mod. Not sure it needs to be an inspired faction instead of just a straight transplant faction. I like the idea of the latter better as it explains just why they think and act much differently than the normal faction without having the baggage of the Domain.
Now for some ideas for the fighters, you have the Longswords and Sabers already but the first is a heavy fighter and the latter a strike fighter. You are adding the broadsword which works as a normal interceptor/fighter but you can also add in the shortsword as a dedicated bomber just revamped for use in space. You can also split the Longsword into its two main variants the C709 which is very big and more of a gunship/heavy fighter and the C712 which is less than half the size and much faster for a normal fighter-interceptor. You can also add the F-99 Wombat drone fighter as the UNSC version of the Claw/Wasp.
For the ships add a fighter bay to every ship that doesn't have one except destroyers like the Halberd. UNSC ships are all carriers by lore except for the destroyers which is noted as being an outlier of the fleet. Also, the point defense guns need to be boosted as the UNSC had very powerful PD systems hence why their main weapon the archer pod is a multi-missile system. They weren't as strong as the Covenant PD pulse lasers but it was still very good.
The Punic should be moved up into the Capital slot and the fighter bays doubled as even downsized it would still be carrying a lot of fighters it would basically be the UNSC version of the Legion Battlecarrier. With the Halcyon having at least one if not two fighter bays same with the Marathon for fighters.
For new ships to add the Stalwart can be added as an actual frigate since it is smaller than the Charon and Paris. For other frigates like others said the gladius is on but also adding the Lancer which was well known for being the fastest ship in the UNSC and was used extremely effectively in the War. Then you have Scholte missile corvette for a punchy missile boat. You can also add the Anlace as a top-tier frigate with high flux ability and shields.
In the Destoyer slots adding the Mulsanne class as another option alongside the Strident for newer models. You could also instead of putting the Stalwart in the frigate slot put it here as a light carrier with two slots as its cargo bays already smaller than the Charon's would be remodeled for expanded fighter use instead of ground support. You could also add the ground support package to the Charon as that is its main role in the fleet.
For new cruisers, you can have new downsized versions of the Pheonix, Epoch, and Orion. The Pheonix can also be used to make the super freighter/salvage/survey civilian ship and its military support carrier version. The Pheonix can be given either a gun cruiser or missile cruiser loadout or given it the option with weapons mounts to use either type depending on how the players want to run them. The Orion can be given the Advanced Ground Support Package for ground use as it is a more straight-up fighting ship anyways. Both the Pheonix and Orion would only have two fighter bays as they are focused on other functions being more important than the carrier focus. The Epoch could have three fighter bays to show its more pure carrier focus with maybe the Dover Light carrier built in Hullmod for deploying more fighters per squadron.
In the Capital slots aside from moving the Punic you also have several options. Adding in the Autumn class as a new advanced heavy warship like the Strident and other post-war ships just make it a more durable and powerful version than the Marathon with better shields and flux. Then you can add the Valiant Superheavy Cruiser as the biggest and strongest ship in the fleet. Make it a block II using the same kind of upgrades the Autumn got to make it a new command ship and battleship for the UNSC.
With those added, the roster is expanded and the UNSC has a fully fleshed-out fleet.
Now for new weapons, you already have the Archer but you can add the Rapier and Howler pods as more powerful missile weapons. Or make each of them more powerful against shields, armor, cause emp damage, or just do normal full damage to armor and shields with the others doing more to either or. Also having them shoot out multiple warheads per shot along with having very long-range or very good tracking either-or.
For normal weapons add the Mark 40 Spitfire and Mark 55 Castor Naval coil guns for the heavy-hitting ship to ship. The Sentry Autocannons are also ship weapons that can be added may be small-sized with the previous being medium-sized. For PD if you don't want to change the ones already in then make new ones that are better with higher turn, range, damage etc. You can use the Helix, bulwurk, and M85 Scythe along with M97 Lance missile for new PD weapons.
For new large weapons you can use the Mark 2488 Onager and the more powerful Mark 2551 Onager mini MACs. And because all ballistic ship weapons for the UNSC are coil guns they would all have much longer range than the Persean variants. As for the HAVOC and SHIVA warheads either built in weapons or the UNSC version of the reaper with a high EMP stat when it hits, or make a longsword fighter carry the nuke to the target and blow up like the UNSC did during the Fall of Reach.
I always felt that the Covenant were just older than the UNSC but their tech advantage wasn't that much ahead. Still enough that the UNSC had no real chance in a straight fight. The Covenant more or less were stagnant since they didn't study or innovate and just copied the forerunner technology. They were easily in the mid-level tier 2. Humanity on the other hand were high-level tier 3 at the start and were very-high 3/low 2 by the end through their reverse engineering efforts. Their main issue was that their territory and industry was just too small by that point to make a difference.the covenant is really strong like i tested it and jesus its wayyyy too strong
https://www.halopedia.org/Human-Covenant_War (https://www.halopedia.org/Human-Covenant_War)
The Covenant are aliens who are like 6000 years ahead of humanity during the H-C war, Of course they're gonna be strong.SpoilerSome covenant ships appear in redacted fleets and act as an equalizer for how insanely OP mac guns are compared to the base game. Moreover, If you have a character invested some combat abilities you can solo a Sinaris destroyer, Ket cruiser and Ester frigate with a Punic.[close]
If you're truly unhappy with the balances which I believe are pretty accurate feel free to open the "ship Data" CSV and lower some values on the Cov ships so you can live out your power fantasy :P
HERE WE GO!
(https://i.imgur.com/WaIUNEt.jpg)
(https://i.imgur.com/mQSYSRu.jpg)
An unofficial expansion to the UNSC mod generously made by AppleMarine and expanded upon by myself.
Alongside Additional ships and weapons, some balancing has been made to fully convey the strengths, weaknesses and overall experience of how the UNSC ships would feel in an engagement.
Listed below is the additional content:SpoilerSHIPS:
Lancer Corvette: This feels like a spinal MAC mounted to the frame of a racing car. Excels at capturing points and harassing larger ships.
Anlace Frigate: Thanks to Zanda for providing the lovely sprite for this one. The quintessential electronic Warfare ship which makes an amazing escort thanks to it’s EMP emitter. It’s also mounted with a Helios laser turret which can tear a chunk out of larger ships in pursuit.
Hillsborough light cruiser: A nice middleground between the Halberd and Halcyon, albeit probably worse overall than the Halberd (the way it was intended). Being as Lore accurate as possible, the Hillsborough lacks in armour, Power and efficiency, however strap enough Archer missiles to this ancient metal brick and it will be sure to do some damage. Personally, my favourite ship I’ve made, it just feels bad in the right kind of way.
Orion Assault Carrier: This replaced the role of the original “Punic II” from the mod. Larger than it’s predecessor, it’s faithful to it’s role in the Halo universe as a great all-rounder. It features an advanced ground support package and a salvage gantry. Due to the Orion’s ability to produce fuel and equipment, it’s supply cost and fuel cost are drastically lower for a ship of it’s size.
Valiant superheavy battlecruiser: An expensive, inefficient leviathan, outdated by several decades by it’s piers however overshadows it’s younger predecessor in raw firepower and tonnage. A true UNSC warship, Able to brawl with most of what the sector can throw at it. Still lacking in the Flux department but able to deliver a *** load of sustained firepower thanks to it’s extensive medium missile slots and Autofoge system to replenish them.
Autumn Class Battlecruiser: One of the more powerful ships in the expansion, with more efficient flux, higher speed, larger-efficient MAC and heavier armour than the Halcyon.
Vindication Class Battleship: A ship killer very faithful to the lore description. If unsc ships are railgins with a ship built around them, then the Vindication is an Orbital Defence Platform wrapped in a starship hull. Needs a considerable escort while engaging since it’s SMAC’s need time to charge and reload.
Punic Class Supercarriar: The OG Punic in all it’s glory! It’s a true leviathan, with 6 fighter bays and the reserve deployment system, you can overwhelm and saturate a target with 12 longswords (if you feel so inclined). Slap 4 Breakwater heavy coilguns on the large ballistic slots and watch pesky flankers get pulverized.
Infinity Class Supercarriar: A Re-worked version of ssthehunter's Infinity. It felt a little too game-ruining as it would literally solo entire 600+ DP fleets without breaking a sweat. I made it’s spite larger and added more missile slots. It’s still the most powerful UNSC ship in this mod by a LONG SHOT. (note: due to it being such a meme of a ship, the only way to obtain it is via a rare blueprint, or console commands)[close]SpoilerWEAPONS:
Archer Missiles: The mainstay of the UNSC arsenal with a nice variety of warheads. These come in 3 different flavours: Kinetic, High explosive and EMP.
Howler Missiles: Howlers lack the versatility of the Archer but make up for them with their sheer volume and speed when fired.
Shiva: A classic UNSC finisher is a middle ground between the Atropos and the reaper with a guided warhead. Comes in Medium and large.
Hyperion: The biggest baddest missile used by UNSC ships. It’s a very long range, gigantic nuclear warhead with good tracking and a terrible reload time.
Streak PD: A close range point defence missile launcher.
Breakwater: The largest externally mounted weapon system in the UNSC arsenal, fires a volley of 3 coil gun shots with high accuracy.[close]
Installation notes:
Just replace the original UNSC file with this one in the mod folder. PLEASE NOTE: You will need to start a new save if you already have one with the original UNSC mod.
Let me know if you have any issues or problems with the MOD, If there’s anything screamingly obvious I missed out or something buggy let me know! :)
In closing
I hope this satiates your thirst of more Halo ship content, because making and playing this mod has definitely felt good.
If there are concerns about the balance and power of the ships and weapons in this mod, feel free to tinker with them yourself or send me a message and I’ll see what I can do. I sincerely hope you enjoy this unofficial expansion for this awesome mod.
Thank you for Apple Marine for making this mod and Zanda for the Anlace sprite :)
Cheers,
StargazerRJL
Download Link here:https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing (https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing)
Hey everyone,Huzzah! Great job all around and I can't wait to start a new run with this!
instead of individually replying to people with some bugs, polishing etc, I thought I'd just make a post here with an update.
Here's the fixes:Spoiler
Fixes:
Covenant ships now have a respectable price tag if they are for sale in the Prism Free port.
Vindication weapon slots are now symetrical.
You will no longer find the "single" archer missiles from the Baselard in markets.
Changes:
New sound for MAC's firing (I ripped the sound files directly from Halo Reach of the Frigate MAC firing "Hold on to your teeth!") Don't worry, Gauss cannon sound is still there for the Breakwater and Onager.
Baselard is now a "bomber" with limited Archer ammo but will loiter for some time while they empty their missile racks.
Longsowrd now has two powerful 110mm cannons and a slight delay on firing their anti- ship missiles so they have a longer time to fire their cannons.
Hyperion missile has less health
Stalwart has more room for supplies
Punic requires more supplies
Covenant ships were slightly nerfed (especially the Kerel)
Additional stuff:
The C718 Longsword :(nicknamed the Greatsword for in-game reasons) A super- version of the Longsword that's armed to the teeth and has a stronger shield.
Scholte missile Corvette: Small ship with 4 small missile slots and an autoforge (archer spam ftw)
Onager mass driver: long range, high power and slow recharge time medium weapon. Pretty much a mini mac. Now your Mako corvette can pretend to be a big boy UNSC ship[close]
This will be the last update in some time as in the next few days I will be a father so if anyone else wishes to take the torch, feel free! :)
Here's the link: https://drive.google.com/file/d/1Ldi5xxRigZJqKOw1pJ5xpcLEjyk_c9AO/view?usp=sharing
Tell em to make it count!!!
PS: A massive thanks to AppleMarine for making this mod in the first place, you're the man.
Hey everyone,Huzzah! Great job all around and I can't wait to start a new run with this!
instead of individually replying to people with some bugs, polishing etc, I thought I'd just make a post here with an update.
Here's the fixes:Spoiler
Fixes:
Covenant ships now have a respectable price tag if they are for sale in the Prism Free port.
Vindication weapon slots are now symetrical.
You will no longer find the "single" archer missiles from the Baselard in markets.
Changes:
New sound for MAC's firing (I ripped the sound files directly from Halo Reach of the Frigate MAC firing "Hold on to your teeth!") Don't worry, Gauss cannon sound is still there for the Breakwater and Onager.
Baselard is now a "bomber" with limited Archer ammo but will loiter for some time while they empty their missile racks.
Longsowrd now has two powerful 110mm cannons and a slight delay on firing their anti- ship missiles so they have a longer time to fire their cannons.
Hyperion missile has less health
Stalwart has more room for supplies
Punic requires more supplies
Covenant ships were slightly nerfed (especially the Kerel)
Additional stuff:
The C718 Longsword :(nicknamed the Greatsword for in-game reasons) A super- version of the Longsword that's armed to the teeth and has a stronger shield.
Scholte missile Corvette: Small ship with 4 small missile slots and an autoforge (archer spam ftw)
Onager mass driver: long range, high power and slow recharge time medium weapon. Pretty much a mini mac. Now your Mako corvette can pretend to be a big boy UNSC ship[close]
This will be the last update in some time as in the next few days I will be a father so if anyone else wishes to take the torch, feel free! :)
Here's the link: https://drive.google.com/file/d/1Ldi5xxRigZJqKOw1pJ5xpcLEjyk_c9AO/view?usp=sharing
Tell em to make it count!!!
PS: A massive thanks to AppleMarine for making this mod in the first place, you're the man.
And a BIG HUGE CONGRATS to you for the new crewme- I mean, new baby!
Hey everyone,
instead of individually replying to people with some bugs, polishing etc, I thought I'd just make a post here with an update.
Here's the fixes:Spoiler
Fixes:
Covenant ships now have a respectable price tag if they are for sale in the Prism Free port.
Vindication weapon slots are now symetrical.
You will no longer find the "single" archer missiles from the Baselard in markets.
Changes:
New sound for MAC's firing (I ripped the sound files directly from Halo Reach of the Frigate MAC firing "Hold on to your teeth!") Don't worry, Gauss cannon sound is still there for the Breakwater and Onager.
Baselard is now a "bomber" with limited Archer ammo but will loiter for some time while they empty their missile racks.
Longsowrd now has two powerful 110mm cannons and a slight delay on firing their anti- ship missiles so they have a longer time to fire their cannons.
Hyperion missile has less health
Stalwart has more room for supplies
Punic requires more supplies
Covenant ships were slightly nerfed (especially the Kerel)
Additional stuff:
The C718 Longsword :(nicknamed the Greatsword for in-game reasons) A super- version of the Longsword that's armed to the teeth and has a stronger shield.
Scholte missile Corvette: Small ship with 4 small missile slots and an autoforge (archer spam ftw)
Onager mass driver: long range, high power and slow recharge time medium weapon. Pretty much a mini mac. Now your Mako corvette can pretend to be a big boy UNSC ship[close]
This will be the last update in some time as in the next few days I will be a father so if anyone else wishes to take the torch, feel free! :)
Here's the link: https://drive.google.com/file/d/1Ldi5xxRigZJqKOw1pJ5xpcLEjyk_c9AO/view?usp=sharing
Tell em to make it count!!!
PS: A massive thanks to AppleMarine for making this mod in the first place, you're the man.
Hey everyone,Really good, you know how to balance things, and congrats you will be a father
instead of individually replying to people with some bugs, polishing etc, I thought I'd just make a post here with an update.
Here's the fixes:Spoiler
Fixes:
Covenant ships now have a respectable price tag if they are for sale in the Prism Free port.
Vindication weapon slots are now symetrical.
You will no longer find the "single" archer missiles from the Baselard in markets.
Changes:
New sound for MAC's firing (I ripped the sound files directly from Halo Reach of the Frigate MAC firing "Hold on to your teeth!") Don't worry, Gauss cannon sound is still there for the Breakwater and Onager.
Baselard is now a "bomber" with limited Archer ammo but will loiter for some time while they empty their missile racks.
Longsowrd now has two powerful 110mm cannons and a slight delay on firing their anti- ship missiles so they have a longer time to fire their cannons.
Hyperion missile has less health
Stalwart has more room for supplies
Punic requires more supplies
Covenant ships were slightly nerfed (especially the Kerel)
Additional stuff:
The C718 Longsword :(nicknamed the Greatsword for in-game reasons) A super- version of the Longsword that's armed to the teeth and has a stronger shield.
Scholte missile Corvette: Small ship with 4 small missile slots and an autoforge (archer spam ftw)
Onager mass driver: long range, high power and slow recharge time medium weapon. Pretty much a mini mac. Now your Mako corvette can pretend to be a big boy UNSC ship[close]
This will be the last update in some time as in the next few days I will be a father so if anyone else wishes to take the torch, feel free! :)
Here's the link: https://drive.google.com/file/d/1Ldi5xxRigZJqKOw1pJ5xpcLEjyk_c9AO/view?usp=sharing
Tell em to make it count!!!
PS: A massive thanks to AppleMarine for making this mod in the first place, you're the man.
Hey everyone,
instead of individually replying to people with some bugs, polishing etc, I thought I'd just make a post here with an update.
Here's the fixes:Spoiler
Fixes:
Covenant ships now have a respectable price tag if they are for sale in the Prism Free port.
Vindication weapon slots are now symetrical.
You will no longer find the "single" archer missiles from the Baselard in markets.
Changes:
New sound for MAC's firing (I ripped the sound files directly from Halo Reach of the Frigate MAC firing "Hold on to your teeth!") Don't worry, Gauss cannon sound is still there for the Breakwater and Onager.
Baselard is now a "bomber" with limited Archer ammo but will loiter for some time while they empty their missile racks.
Longsowrd now has two powerful 110mm cannons and a slight delay on firing their anti- ship missiles so they have a longer time to fire their cannons.
Hyperion missile has less health
Stalwart has more room for supplies
Punic requires more supplies
Covenant ships were slightly nerfed (especially the Kerel)
Additional stuff:
The C718 Longsword :(nicknamed the Greatsword for in-game reasons) A super- version of the Longsword that's armed to the teeth and has a stronger shield.
Scholte missile Corvette: Small ship with 4 small missile slots and an autoforge (archer spam ftw)
Onager mass driver: long range, high power and slow recharge time medium weapon. Pretty much a mini mac. Now your Mako corvette can pretend to be a big boy UNSC ship[close]
This will be the last update in some time as in the next few days I will be a father so if anyone else wishes to take the torch, feel free! :)
Here's the link: https://drive.google.com/file/d/1Ldi5xxRigZJqKOw1pJ5xpcLEjyk_c9AO/view?usp=sharing
Tell em to make it count!!!
PS: A massive thanks to AppleMarine for making this mod in the first place, you're the man.
HERE WE GO!So, how exactly is your addition meant to work? If I understand it, the idea is to download the main mod, unzip that into mods folder, and then download this and unzip it into its own folder? I need more clarity with what you mean by 'replace' the original mod's folder with your own as I'm not familiar with such things.
(https://i.imgur.com/WaIUNEt.jpg)
(https://i.imgur.com/mQSYSRu.jpg)
An unofficial expansion to the UNSC mod generously made by AppleMarine and expanded upon by myself.
Alongside Additional ships and weapons, some balancing has been made to fully convey the strengths, weaknesses and overall experience of how the UNSC ships would feel in an engagement.
Listed below is the additional content:SpoilerSHIPS:
Lancer Corvette: This feels like a spinal MAC mounted to the frame of a racing car. Excels at capturing points and harassing larger ships.
Anlace Frigate: Thanks to Zanda for providing the lovely sprite for this one. The quintessential electronic Warfare ship which makes an amazing escort thanks to it’s EMP emitter. It’s also mounted with a Helios laser turret which can tear a chunk out of larger ships in pursuit.
Hillsborough light cruiser: A nice middleground between the Halberd and Halcyon, albeit probably worse overall than the Halberd (the way it was intended). Being as Lore accurate as possible, the Hillsborough lacks in armour, Power and efficiency, however strap enough Archer missiles to this ancient metal brick and it will be sure to do some damage. Personally, my favourite ship I’ve made, it just feels bad in the right kind of way.
Orion Assault Carrier: This replaced the role of the original “Punic II” from the mod. Larger than it’s predecessor, it’s faithful to it’s role in the Halo universe as a great all-rounder. It features an advanced ground support package and a salvage gantry. Due to the Orion’s ability to produce fuel and equipment, it’s supply cost and fuel cost are drastically lower for a ship of it’s size.
Valiant superheavy battlecruiser: An expensive, inefficient leviathan, outdated by several decades by it’s piers however overshadows it’s younger predecessor in raw firepower and tonnage. A true UNSC warship, Able to brawl with most of what the sector can throw at it. Still lacking in the Flux department but able to deliver a *** load of sustained firepower thanks to it’s extensive medium missile slots and Autofoge system to replenish them.
Autumn Class Battlecruiser: One of the more powerful ships in the expansion, with more efficient flux, higher speed, larger-efficient MAC and heavier armour than the Halcyon.
Vindication Class Battleship: A ship killer very faithful to the lore description. If unsc ships are railgins with a ship built around them, then the Vindication is an Orbital Defence Platform wrapped in a starship hull. Needs a considerable escort while engaging since it’s SMAC’s need time to charge and reload.
Punic Class Supercarriar: The OG Punic in all it’s glory! It’s a true leviathan, with 6 fighter bays and the reserve deployment system, you can overwhelm and saturate a target with 12 longswords (if you feel so inclined). Slap 4 Breakwater heavy coilguns on the large ballistic slots and watch pesky flankers get pulverized.
Infinity Class Supercarriar: A Re-worked version of ssthehunter's Infinity. It felt a little too game-ruining as it would literally solo entire 600+ DP fleets without breaking a sweat. I made it’s spite larger and added more missile slots. It’s still the most powerful UNSC ship in this mod by a LONG SHOT. (note: due to it being such a meme of a ship, the only way to obtain it is via a rare blueprint, or console commands)[close]SpoilerWEAPONS:
Archer Missiles: The mainstay of the UNSC arsenal with a nice variety of warheads. These come in 3 different flavours: Kinetic, High explosive and EMP.
Howler Missiles: Howlers lack the versatility of the Archer but make up for them with their sheer volume and speed when fired.
Shiva: A classic UNSC finisher is a middle ground between the Atropos and the reaper with a guided warhead. Comes in Medium and large.
Hyperion: The biggest baddest missile used by UNSC ships. It’s a very long range, gigantic nuclear warhead with good tracking and a terrible reload time.
Streak PD: A close range point defence missile launcher.
Breakwater: The largest externally mounted weapon system in the UNSC arsenal, fires a volley of 3 coil gun shots with high accuracy.[close]
Installation notes:
Just replace the original UNSC file with this one in the mod folder. PLEASE NOTE: You will need to start a new save if you already have one with the original UNSC mod.
Let me know if you have any issues or problems with the MOD, If there’s anything screamingly obvious I missed out or something buggy let me know! :)
In closing
I hope this satiates your thirst of more Halo ship content, because making and playing this mod has definitely felt good.
If there are concerns about the balance and power of the ships and weapons in this mod, feel free to tinker with them yourself or send me a message and I’ll see what I can do. I sincerely hope you enjoy this unofficial expansion for this awesome mod.
Thank you for Apple Marine for making this mod and Zanda for the Anlace sprite :)
Cheers,
StargazerRJL
Download Link here:https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing (https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing)
you unzip main mod then unzip the additional content into mods folder and overwriteIt's showing as an RAR file, not a regular zip file. Remind me how I am to manage that one?
It's showing as an RAR file, not a regular zip file. Remind me how I am to manage that one?
So the new sub-mod update gives us a major expansion that can be built off of. This is great the OP now has more to work with and a decent amount of work completed for them.
So what more do people think should be added? The logistic support part of the fleet could use some expansion aside from just the Charon.
A frigate-scale cargo ship would be something like the https://www.halopedia.org/Brahman_light_hauler (https://www.halopedia.org/Brahman_light_hauler)
A ship I say can be added would be the https://www.halopedia.org/Mariner-class_transport_ship (https://www.halopedia.org/Mariner-class_transport_ship) like the Ace of Spades just without the Forerunner upgraded systems. I think it is meant to be a post-war design but could be a late-war design like the Strident as well. Make it a destroyer-scale logistics ship to be better than the Charon without a MAC or ground support package.
The https://www.halopedia.org/Bustler-class_freighter (https://www.halopedia.org/Bustler-class_freighter) could be another destroyer-scale ship focused on salvage and repair/refit instead of pure cargo focus. Not sure if there is a hull mod to affect the repair/CR recovery of the fleet instead of just on itself. If not hopefully someone knows how to make one.
For Cruiser-scale cargo ships, the https://www.halopedia.org/Mulzac-class_transport (https://www.halopedia.org/Mulzac-class_transport) would work best. Make it faster than the Colossus with similar if slightly altered cargo space. Lightly armed like any other cruiser cargo ship its size.
Capital scale cargo/salvage/repair is covered by a Phoenix Class Colony Ship. The "Civilian" version would be a mix of the base game Atlas and a larger Skyliner. Just with maybe 20 percent less cargo space, about 3000-4000 crew space, and a decent but not huge fuel tank. Give it the Salvage gantry and Survey Sensors, or a modified version like what the Roider Union Argos Class has if that fits better.
The military version would be a cargo, fuel, and crew scaled-down version. With more armor, hull, and uprated flux stats/UNSC militarized subsystems. Add in an advanced ground support package. Cruiser-level weapons load out at best but lean more toward a heavy destroyer level. To show its passable defenses but still under-armed for a ship its size normally would be.
For transport ships of crew, there are enough options for frigates, destroyers, and cruiser-sized ships. A small transport like the https://www.halopedia.org/Vancouver-class_courier (https://www.halopedia.org/Vancouver-class_courier) about the same crew level as a Mudskipper should fit it well.
For Destroyer-scale transport there is an option for civilian and military/ground support ships. Either the https://www.halopedia.org/Banta-class_colony_ship (https://www.halopedia.org/Banta-class_colony_ship) or the https://www.halopedia.org/Egret_Spaceliner (https://www.halopedia.org/Egret_Spaceliner) with the one not chosen for the crew becoming the UNSC version of the Valkyrie instead.
For a cruiser-scale transport ship the https://www.halopedia.org/Star_Charter-class_colony_support_ship (https://www.halopedia.org/Star_Charter-class_colony_support_ship) works best. It is meant to be part of a Pheonix led colony fleet so being a Cruiser to the Phoenixe's Capital-sized transport. Crew capacity on the same level as the base game Skyliner.
No need for another capital scale transport with the Pheonix already listed.
For fuel there aren't too many good choices that have pictures. Maybe the https://www.halopedia.org/Ibis-class_freighter (https://www.halopedia.org/Ibis-class_freighter), https://www.halopedia.org/Parabola-class_freighter (https://www.halopedia.org/Parabola-class_freighter), and a modified version of the prison ships designed for fuelhttps://www.halopedia.org/Mona_Lisa (https://www.halopedia.org/Mona_Lisa) for frigate, destroyer, and cruiser respectively.
For Capital scale fuel transport thehttps://www.halopedia.org/Springhill-class_mining_ship (https://www.halopedia.org/Springhill-class_mining_ship) with its huge container silos looks good as a fuel tanker.
[/quot
hello i would like to know if all these hulls are already available
So the new sub-mod update gives us a major expansion that can be built off of. This is great the OP now has more to work with and a decent amount of work completed for them.
So what more do people think should be added? The logistic support part of the fleet could use some expansion aside from just the Charon.
A frigate-scale cargo ship would be something like the https://www.halopedia.org/Brahman_light_hauler (https://www.halopedia.org/Brahman_light_hauler)
A ship I say can be added would be the https://www.halopedia.org/Mariner-class_transport_ship (https://www.halopedia.org/Mariner-class_transport_ship) like the Ace of Spades just without the Forerunner upgraded systems. I think it is meant to be a post-war design but could be a late-war design like the Strident as well. Make it a destroyer-scale logistics ship to be better than the Charon without a MAC or ground support package.
The https://www.halopedia.org/Bustler-class_freighter (https://www.halopedia.org/Bustler-class_freighter) could be another destroyer-scale ship focused on salvage and repair/refit instead of pure cargo focus. Not sure if there is a hull mod to affect the repair/CR recovery of the fleet instead of just on itself. If not hopefully someone knows how to make one.
For Cruiser-scale cargo ships, the https://www.halopedia.org/Mulzac-class_transport (https://www.halopedia.org/Mulzac-class_transport) would work best. Make it faster than the Colossus with similar if slightly altered cargo space. Lightly armed like any other cruiser cargo ship its size.
Capital scale cargo/salvage/repair is covered by a Phoenix Class Colony Ship. The "Civilian" version would be a mix of the base game Atlas and a larger Skyliner. Just with maybe 20 percent less cargo space, about 3000-4000 crew space, and a decent but not huge fuel tank. Give it the Salvage gantry and Survey Sensors, or a modified version like what the Roider Union Argos Class has if that fits better.
The military version would be a cargo, fuel, and crew scaled-down version. With more armor, hull, and uprated flux stats/UNSC militarized subsystems. Add in an advanced ground support package. Cruiser-level weapons load out at best but lean more toward a heavy destroyer level. To show its passable defenses but still under-armed for a ship its size normally would be.
For transport ships of crew, there are enough options for frigates, destroyers, and cruiser-sized ships. A small transport like the https://www.halopedia.org/Vancouver-class_courier (https://www.halopedia.org/Vancouver-class_courier) about the same crew level as a Mudskipper should fit it well.
For Destroyer-scale transport there is an option for civilian and military/ground support ships. Either the https://www.halopedia.org/Banta-class_colony_ship (https://www.halopedia.org/Banta-class_colony_ship) or the https://www.halopedia.org/Egret_Spaceliner (https://www.halopedia.org/Egret_Spaceliner) with the one not chosen for the crew becoming the UNSC version of the Valkyrie instead.
For a cruiser-scale transport ship the https://www.halopedia.org/Star_Charter-class_colony_support_ship (https://www.halopedia.org/Star_Charter-class_colony_support_ship) works best. It is meant to be part of a Pheonix led colony fleet so being a Cruiser to the Phoenixe's Capital-sized transport. Crew capacity on the same level as the base game Skyliner.
No need for another capital scale transport with the Pheonix already listed.
For fuel there aren't too many good choices that have pictures. Maybe the https://www.halopedia.org/Ibis-class_freighter (https://www.halopedia.org/Ibis-class_freighter), https://www.halopedia.org/Parabola-class_freighter (https://www.halopedia.org/Parabola-class_freighter), and a modified version of the prison ships designed for fuelhttps://www.halopedia.org/Mona_Lisa (https://www.halopedia.org/Mona_Lisa) for frigate, destroyer, and cruiser respectively.
For Capital scale fuel transport thehttps://www.halopedia.org/Springhill-class_mining_ship (https://www.halopedia.org/Springhill-class_mining_ship) with its huge container silos looks good as a fuel tanker.
[/quot
hello i would like to know if all these hulls are already available
No. The ones I mentioned aren't in the mod. I selected them because the fit a role and have art/pictures of what they look like. They would help to iron out and expand the UNSC roster.
So the new sub-mod update gives us a major expansion that can be built off of. This is great the OP now has more to work with and a decent amount of work completed for them.
So what more do people think should be added? The logistic support part of the fleet could use some expansion aside from just the Charon.
A frigate-scale cargo ship would be something like the https://www.halopedia.org/Brahman_light_hauler (https://www.halopedia.org/Brahman_light_hauler)
A ship I say can be added would be the https://www.halopedia.org/Mariner-class_transport_ship (https://www.halopedia.org/Mariner-class_transport_ship) like the Ace of Spades just without the Forerunner upgraded systems. I think it is meant to be a post-war design but could be a late-war design like the Strident as well. Make it a destroyer-scale logistics ship to be better than the Charon without a MAC or ground support package.
The https://www.halopedia.org/Bustler-class_freighter (https://www.halopedia.org/Bustler-class_freighter) could be another destroyer-scale ship focused on salvage and repair/refit instead of pure cargo focus. Not sure if there is a hull mod to affect the repair/CR recovery of the fleet instead of just on itself. If not hopefully someone knows how to make one.
For Cruiser-scale cargo ships, the https://www.halopedia.org/Mulzac-class_transport (https://www.halopedia.org/Mulzac-class_transport) would work best. Make it faster than the Colossus with similar if slightly altered cargo space. Lightly armed like any other cruiser cargo ship its size.
Capital scale cargo/salvage/repair is covered by a Phoenix Class Colony Ship. The "Civilian" version would be a mix of the base game Atlas and a larger Skyliner. Just with maybe 20 percent less cargo space, about 3000-4000 crew space, and a decent but not huge fuel tank. Give it the Salvage gantry and Survey Sensors, or a modified version like what the Roider Union Argos Class has if that fits better.
The military version would be a cargo, fuel, and crew scaled-down version. With more armor, hull, and uprated flux stats/UNSC militarized subsystems. Add in an advanced ground support package. Cruiser-level weapons load out at best but lean more toward a heavy destroyer level. To show its passable defenses but still under-armed for a ship its size normally would be.
For transport ships of crew, there are enough options for frigates, destroyers, and cruiser-sized ships. A small transport like the https://www.halopedia.org/Vancouver-class_courier (https://www.halopedia.org/Vancouver-class_courier) about the same crew level as a Mudskipper should fit it well.
For Destroyer-scale transport there is an option for civilian and military/ground support ships. Either the https://www.halopedia.org/Banta-class_colony_ship (https://www.halopedia.org/Banta-class_colony_ship) or the https://www.halopedia.org/Egret_Spaceliner (https://www.halopedia.org/Egret_Spaceliner) with the one not chosen for the crew becoming the UNSC version of the Valkyrie instead.
For a cruiser-scale transport ship the https://www.halopedia.org/Star_Charter-class_colony_support_ship (https://www.halopedia.org/Star_Charter-class_colony_support_ship) works best. It is meant to be part of a Pheonix led colony fleet so being a Cruiser to the Phoenixe's Capital-sized transport. Crew capacity on the same level as the base game Skyliner.
No need for another capital scale transport with the Pheonix already listed.
For fuel there aren't too many good choices that have pictures. Maybe the https://www.halopedia.org/Ibis-class_freighter (https://www.halopedia.org/Ibis-class_freighter), https://www.halopedia.org/Parabola-class_freighter (https://www.halopedia.org/Parabola-class_freighter), and a modified version of the prison ships designed for fuelhttps://www.halopedia.org/Mona_Lisa (https://www.halopedia.org/Mona_Lisa) for frigate, destroyer, and cruiser respectively.
For Capital scale fuel transport thehttps://www.halopedia.org/Springhill-class_mining_ship (https://www.halopedia.org/Springhill-class_mining_ship) with its huge container silos looks good as a fuel tanker.
[/quot
hello i would like to know if all these hulls are already available
No. The ones I mentioned aren't in the mod. I selected them because the fit a role and have art/pictures of what they look like. They would help to iron out and expand the UNSC roster.
So the new sub-mod update gives us a major expansion that can be built off of. This is great the OP now has more to work with and a decent amount of work completed for them.
So what more do people think should be added? The logistic support part of the fleet could use some expansion aside from just the Charon.
A frigate-scale cargo ship would be something like the https://www.halopedia.org/Brahman_light_hauler (https://www.halopedia.org/Brahman_light_hauler)
A ship I say can be added would be the https://www.halopedia.org/Mariner-class_transport_ship (https://www.halopedia.org/Mariner-class_transport_ship) like the Ace of Spades just without the Forerunner upgraded systems. I think it is meant to be a post-war design but could be a late-war design like the Strident as well. Make it a destroyer-scale logistics ship to be better than the Charon without a MAC or ground support package.
The https://www.halopedia.org/Bustler-class_freighter (https://www.halopedia.org/Bustler-class_freighter) could be another destroyer-scale ship focused on salvage and repair/refit instead of pure cargo focus. Not sure if there is a hull mod to affect the repair/CR recovery of the fleet instead of just on itself. If not hopefully someone knows how to make one.
For Cruiser-scale cargo ships, the https://www.halopedia.org/Mulzac-class_transport (https://www.halopedia.org/Mulzac-class_transport) would work best. Make it faster than the Colossus with similar if slightly altered cargo space. Lightly armed like any other cruiser cargo ship its size.
Capital scale cargo/salvage/repair is covered by a Phoenix Class Colony Ship. The "Civilian" version would be a mix of the base game Atlas and a larger Skyliner. Just with maybe 20 percent less cargo space, about 3000-4000 crew space, and a decent but not huge fuel tank. Give it the Salvage gantry and Survey Sensors, or a modified version like what the Roider Union Argos Class has if that fits better.
The military version would be a cargo, fuel, and crew scaled-down version. With more armor, hull, and uprated flux stats/UNSC militarized subsystems. Add in an advanced ground support package. Cruiser-level weapons load out at best but lean more toward a heavy destroyer level. To show its passable defenses but still under-armed for a ship its size normally would be.
For transport ships of crew, there are enough options for frigates, destroyers, and cruiser-sized ships. A small transport like the https://www.halopedia.org/Vancouver-class_courier (https://www.halopedia.org/Vancouver-class_courier) about the same crew level as a Mudskipper should fit it well.
For Destroyer-scale transport there is an option for civilian and military/ground support ships. Either the https://www.halopedia.org/Banta-class_colony_ship (https://www.halopedia.org/Banta-class_colony_ship) or the https://www.halopedia.org/Egret_Spaceliner (https://www.halopedia.org/Egret_Spaceliner) with the one not chosen for the crew becoming the UNSC version of the Valkyrie instead.
For a cruiser-scale transport ship the https://www.halopedia.org/Star_Charter-class_colony_support_ship (https://www.halopedia.org/Star_Charter-class_colony_support_ship) works best. It is meant to be part of a Pheonix led colony fleet so being a Cruiser to the Phoenixe's Capital-sized transport. Crew capacity on the same level as the base game Skyliner.
No need for another capital scale transport with the Pheonix already listed.
For fuel there aren't too many good choices that have pictures. Maybe the https://www.halopedia.org/Ibis-class_freighter (https://www.halopedia.org/Ibis-class_freighter), https://www.halopedia.org/Parabola-class_freighter (https://www.halopedia.org/Parabola-class_freighter), and a modified version of the prison ships designed for fuelhttps://www.halopedia.org/Mona_Lisa (https://www.halopedia.org/Mona_Lisa) for frigate, destroyer, and cruiser respectively.
For Capital scale fuel transport thehttps://www.halopedia.org/Springhill-class_mining_ship (https://www.halopedia.org/Springhill-class_mining_ship) with its huge container silos looks good as a fuel tanker.
hello i would like to know if all these hulls are already available
No. The ones I mentioned aren't in the mod. I selected them because the fit a role and have art/pictures of what they look like. They would help to iron out and expand the UNSC roster.
Archer spam followed up by a 4 hit combo of MAC rounds from an Onager equipped Halcyon. Will break most other ships.
UNSC is balanced (its not a joke)Unfortunately yes. In my recent experience, using the Paris class as an example, the MAC it has often takes 2+ direct hits to the shield of a similarly sized ship to disable the shield, then a similar number to actually destroy the ship, which sounds powerful, until you take into consideration factors like the inaccuracy of the AI, long time between shots, and long warm-up time before firing.
The point of the MACs is for mass firing not so much individual ship to ship.That doesn't change that UNSC ships are not great against an enemy fleet of similar size with ships of similar size, at least in the early game.
The point of the MACs is for mass firing not so much individual ship to ship.That doesn't change that UNSC ships are not great against an enemy fleet of similar size with ships of similar size, at least in the early game.
Last time I tried to use Halberds they just grouped up in the middle of the combat map refusing to follow orders, and as I said before, the MACs on early game ships can't be relied on, so performance will depend primarily on what the player can get to fill the weapon slots, which in my case I generally cant get most UNSC weapons until after exploring a few ruins.The point of the MACs is for mass firing not so much individual ship to ship.That doesn't change that UNSC ships are not great against an enemy fleet of similar size with ships of similar size, at least in the early game.
I would argue otherwise, A halberd and two well armed paris class ships using only UNSC ships can hold their own in early game (if player uses halberd and exploits extreme range of MAC cannon
good ships require good captains"You claim to be the holy and glorious inheritors of the universe? I spit on your so-called holiness. You dare judge us unfit? After I have personally sent more than three hundred of your vainglorious ships to hell? After kicking your collective butts off Harvest - not once - but twice? From where I sit, we are the worthy inheritors. You think otherwise, you can come and try to prove me wrong.”
good ships require good captains"You claim to be the holy and glorious inheritors of the universe? I spit on your so-called holiness. You dare judge us unfit? After I have personally sent more than three hundred of your vainglorious ships to hell? After kicking your collective butts off Harvest - not once - but twice? From where I sit, we are the worthy inheritors. You think otherwise, you can come and try to prove me wrong.”
- Admiral Preston J. Cole
I'm gonna begin making some lore to expand upon the UNSC for this mod, while I have no capability of implementing anything I believe making some optional lore would be best, any ideas or suggestions are welcome and I'll compile it into a docs and post the link here when doneyeah we need to fix the UNSC infinity Plot hole
Perhaps the Infinity arrived after running a slipspace test while adapting and adjusting her Forerunner engines or something along those lines?I'm gonna begin making some lore to expand upon the UNSC for this mod, while I have no capability of implementing anything I believe making some optional lore would be best, any ideas or suggestions are welcome and I'll compile it into a docs and post the link here when doneyeah we need to fix the UNSC infinity Plot hole
I was thinking of something along those lines but didnt feel like suggesting it myself since the wording I came up with sounded like a bad isekai anime plot, though I would say it would probably fit better with Halo lore(IIRC) for it to be a ship based on the Infinity's design rather than the Infinity itself.Perhaps the Infinity arrived after running a slipspace test while adapting and adjusting her Forerunner engines or something along those lines?I'm gonna begin making some lore to expand upon the UNSC for this mod, while I have no capability of implementing anything I believe making some optional lore would be best, any ideas or suggestions are welcome and I'll compile it into a docs and post the link here when doneyeah we need to fix the UNSC infinity Plot hole
I was thinking of something along those lines but didnt feel like suggesting it myself since the wording I came up with sounded like a bad isekai anime plot, though I would say it would probably fit better with Halo lore(IIRC) for it to be a ship based on the Infinity's design rather than the Infinity itself.Perhaps the Infinity arrived after running a slipspace test while adapting and adjusting her Forerunner engines or something along those lines?I'm gonna begin making some lore to expand upon the UNSC for this mod, while I have no capability of implementing anything I believe making some optional lore would be best, any ideas or suggestions are welcome and I'll compile it into a docs and post the link here when doneyeah we need to fix the UNSC infinity Plot hole
For the Infinity keep it a mystery. Fully corrupted data logs, excessive damage, and clear malfunctioning slipspace drive. There is only one to be found and the mystery of how and when it got there is the hook.I say a few months, to long and the UNSC builds up modern fleets that can wipe anything, to short and their to weak to be interesting. I have a few Ideas and it brings in the iron shell to assist with that, and of course, they know the name "The Immortal" but nothing else except the ship was for unknown reasons scuttled, except the charges never blew and the ship drifted endlessly waiting for a new crew.
They can get it working but they can never get a full answer only speculation and theories.
The first few things the UNSC would have done after stabilizing on New Harvest is sent up a flash clone facility and some sort of terraforming infrastructure.
There should be expansion on the interaction between the Hegemony and UNSC that led to the issues they have at the start. As well as how long they have been in the Sector.
With how incredibly weak the MAC of the Paris class feels in the mod I dont see how they could wipe the Ludic path or church, let alone the more advanced factions.For the Infinity keep it a mystery. Fully corrupted data logs, excessive damage, and clear malfunctioning slipspace drive. There is only one to be found and the mystery of how and when it got there is the hook.I say a few months, to long and the UNSC builds up modern fleets that can wipe anything, to short and their to weak to be interesting. I have a few Ideas and it brings in the iron shell to assist with that, and of course, they know the name "The Immortal" but nothing else except the ship was for unknown reasons scuttled, except the charges never blew and the ship drifted endlessly waiting for a new crew.
They can get it working but they can never get a full answer only speculation and theories.
The first few things the UNSC would have done after stabilizing on New Harvest is sent up a flash clone facility and some sort of terraforming infrastructure.
There should be expansion on the interaction between the Hegemony and UNSC that led to the issues they have at the start. As well as how long they have been in the Sector.
Well the mac is a Opportunity weapon or a make an Opportunity weapon, also they are used to execute ships that are overloaded and they are designed to be used in masses (in starsector)With how incredibly weak the MAC of the Paris class feels in the mod I dont see how they could wipe the Ludic path or church, let alone the more advanced factions.For the Infinity keep it a mystery. Fully corrupted data logs, excessive damage, and clear malfunctioning slipspace drive. There is only one to be found and the mystery of how and when it got there is the hook.I say a few months, to long and the UNSC builds up modern fleets that can wipe anything, to short and their to weak to be interesting. I have a few Ideas and it brings in the iron shell to assist with that, and of course, they know the name "The Immortal" but nothing else except the ship was for unknown reasons scuttled, except the charges never blew and the ship drifted endlessly waiting for a new crew.
They can get it working but they can never get a full answer only speculation and theories.
The first few things the UNSC would have done after stabilizing on New Harvest is sent up a flash clone facility and some sort of terraforming infrastructure.
There should be expansion on the interaction between the Hegemony and UNSC that led to the issues they have at the start. As well as how long they have been in the Sector.
Even with 12 Paris class ships they dont do much in my experience which is why I tend to modify my installs of this mod by giving them more range and damage, the Paris also just feels like it doesnt have enough OP for the number of weapon slots it has to be honest. What am I going to do, tickle the enemy to death with missiles that almost always get taken out by point defense and light weapons I can't even afford to buff because of how few op the Paris has? Pray to some kind of god that the RNG of the game doesnt result in most of my fleet's MAC shots missing the enemy and doing no damage?Well the mac is a Opportunity weapon or a make an Opportunity weapon, also they are used to execute ships that are overloaded and they are designed to be used in masses (in starsector)With how incredibly weak the MAC of the Paris class feels in the mod I dont see how they could wipe the Ludic path or church, let alone the more advanced factions.For the Infinity keep it a mystery. Fully corrupted data logs, excessive damage, and clear malfunctioning slipspace drive. There is only one to be found and the mystery of how and when it got there is the hook.I say a few months, to long and the UNSC builds up modern fleets that can wipe anything, to short and their to weak to be interesting. I have a few Ideas and it brings in the iron shell to assist with that, and of course, they know the name "The Immortal" but nothing else except the ship was for unknown reasons scuttled, except the charges never blew and the ship drifted endlessly waiting for a new crew.
They can get it working but they can never get a full answer only speculation and theories.
The first few things the UNSC would have done after stabilizing on New Harvest is sent up a flash clone facility and some sort of terraforming infrastructure.
There should be expansion on the interaction between the Hegemony and UNSC that led to the issues they have at the start. As well as how long they have been in the Sector.
I FEAR Macs
For the Infinity keep it a mystery. Fully corrupted data logs, excessive damage, and clear malfunctioning slipspace drive. There is only one to be found and the mystery of how and when it got there is the hook.I say a few months, to long and the UNSC builds up modern fleets that can wipe anything, to short and their to weak to be interesting. I have a few Ideas and it brings in the iron shell to assist with that, and of course, they know the name "The Immortal" but nothing else except the ship was for unknown reasons scuttled, except the charges never blew and the ship drifted endlessly waiting for a new crew.
They can get it working but they can never get a full answer only speculation and theories.
The first few things the UNSC would have done after stabilizing on New Harvest is sent up a flash clone facility and some sort of terraforming infrastructure.
There should be expansion on the interaction between the Hegemony and UNSC that led to the issues they have at the start. As well as how long they have been in the Sector.
Yes i sugested that like a month ago to StargazerEven with 12 Paris class ships they dont do much in my experience which is why I tend to modify my installs of this mod by giving them more range and damage, the Paris also just feels like it doesnt have enough OP for the number of weapon slots it has to be honest. What am I going to do, tickle the enemy to death with missiles that almost always get taken out by point defense and light weapons I can't even afford to buff because of how few op the Paris has? Pray to some kind of god that the RNG of the game doesnt result in most of my fleet's MAC shots missing the enemy and doing no damage?Well the mac is a Opportunity weapon or a make an Opportunity weapon, also they are used to execute ships that are overloaded and they are designed to be used in masses (in starsector)With how incredibly weak the MAC of the Paris class feels in the mod I dont see how they could wipe the Ludic path or church, let alone the more advanced factions.For the Infinity keep it a mystery. Fully corrupted data logs, excessive damage, and clear malfunctioning slipspace drive. There is only one to be found and the mystery of how and when it got there is the hook.I say a few months, to long and the UNSC builds up modern fleets that can wipe anything, to short and their to weak to be interesting. I have a few Ideas and it brings in the iron shell to assist with that, and of course, they know the name "The Immortal" but nothing else except the ship was for unknown reasons scuttled, except the charges never blew and the ship drifted endlessly waiting for a new crew.
They can get it working but they can never get a full answer only speculation and theories.
The first few things the UNSC would have done after stabilizing on New Harvest is sent up a flash clone facility and some sort of terraforming infrastructure.
There should be expansion on the interaction between the Hegemony and UNSC that led to the issues they have at the start. As well as how long they have been in the Sector.
I FEAR Macs
AHEM, Gentlemen:Yes i sugested that like a month ago to StargazerEven with 12 Paris class ships they dont do much in my experience which is why I tend to modify my installs of this mod by giving them more range and damage, the Paris also just feels like it doesnt have enough OP for the number of weapon slots it has to be honest. What am I going to do, tickle the enemy to death with missiles that almost always get taken out by point defense and light weapons I can't even afford to buff because of how few op the Paris has? Pray to some kind of god that the RNG of the game doesnt result in most of my fleet's MAC shots missing the enemy and doing no damage?Well the mac is a Opportunity weapon or a make an Opportunity weapon, also they are used to execute ships that are overloaded and they are designed to be used in masses (in starsector)With how incredibly weak the MAC of the Paris class feels in the mod I dont see how they could wipe the Ludic path or church, let alone the more advanced factions.For the Infinity keep it a mystery. Fully corrupted data logs, excessive damage, and clear malfunctioning slipspace drive. There is only one to be found and the mystery of how and when it got there is the hook.I say a few months, to long and the UNSC builds up modern fleets that can wipe anything, to short and their to weak to be interesting. I have a few Ideas and it brings in the iron shell to assist with that, and of course, they know the name "The Immortal" but nothing else except the ship was for unknown reasons scuttled, except the charges never blew and the ship drifted endlessly waiting for a new crew.
They can get it working but they can never get a full answer only speculation and theories.
The first few things the UNSC would have done after stabilizing on New Harvest is sent up a flash clone facility and some sort of terraforming infrastructure.
There should be expansion on the interaction between the Hegemony and UNSC that led to the issues they have at the start. As well as how long they have been in the Sector.
I FEAR Macs
(its that UNSC have a lot of good ships but they have bad industry so either they dont build them or more D-modded than a pirate fleet)
OH YESAHEM, Gentlemen:Yes i sugested that like a month ago to StargazerEven with 12 Paris class ships they dont do much in my experience which is why I tend to modify my installs of this mod by giving them more range and damage, the Paris also just feels like it doesnt have enough OP for the number of weapon slots it has to be honest. What am I going to do, tickle the enemy to death with missiles that almost always get taken out by point defense and light weapons I can't even afford to buff because of how few op the Paris has? Pray to some kind of god that the RNG of the game doesnt result in most of my fleet's MAC shots missing the enemy and doing no damage?Well the mac is a Opportunity weapon or a make an Opportunity weapon, also they are used to execute ships that are overloaded and they are designed to be used in masses (in starsector)With how incredibly weak the MAC of the Paris class feels in the mod I dont see how they could wipe the Ludic path or church, let alone the more advanced factions.For the Infinity keep it a mystery. Fully corrupted data logs, excessive damage, and clear malfunctioning slipspace drive. There is only one to be found and the mystery of how and when it got there is the hook.I say a few months, to long and the UNSC builds up modern fleets that can wipe anything, to short and their to weak to be interesting. I have a few Ideas and it brings in the iron shell to assist with that, and of course, they know the name "The Immortal" but nothing else except the ship was for unknown reasons scuttled, except the charges never blew and the ship drifted endlessly waiting for a new crew.
They can get it working but they can never get a full answer only speculation and theories.
The first few things the UNSC would have done after stabilizing on New Harvest is sent up a flash clone facility and some sort of terraforming infrastructure.
There should be expansion on the interaction between the Hegemony and UNSC that led to the issues they have at the start. As well as how long they have been in the Sector.
I FEAR Macs
(its that UNSC have a lot of good ships but they have bad industry so either they dont build them or more D-modded than a pirate fleet)
https://www.halopedia.org/HRUNTING/YGGDRASIL_Mark_I_ADS
Anybody fancy some UNSC Strikecraft?
Anyone know sprite artists that can make models for older and post war UNSC classes?we need to find one that will make the sprites. (as in he is intrested in the mod)
does anyone know how to make UNSC planets/stations seed UNSC gear? if there is a guide I would do it myself and post it here... kinda annoying that all UNSC ports seed seemingly everything except their own weapons.i think one of the reasons is that UNSC weapons are listed as /Common/
i can fix the UNSC equipment issue, give me a couple mins.
ok try this replaced tag file.are you gonna be developing UNSC ? (new ships/weapons and other stuff)
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\UNSC\data\weapons
in there is a file called weapons_data.csv. I've created an altered version that has the correct tags for the weapons. Needs testing obv but let me know if it works.
https://drive.google.com/file/d/17cN7WPWy2xOH1wfyeTLmiuZYX95YFsQt/view?usp=drive_link
ok try this replaced tag file.Seemed to give me a crash upon starting, Fatal: Weapon spec [longswordcannon] not found. Original csv still works, although I didn't test only the UNSC mod. Is this for stargazer's unofficial update or apple's version? (assumed stargazer, but figured I'd check)
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\UNSC\data\weapons
in there is a file called weapons_data.csv. I've created an altered version that has the correct tags for the weapons. Needs testing obv but let me know if it works.
https://drive.google.com/file/d/17cN7WPWy2xOH1wfyeTLmiuZYX95YFsQt/view?usp=drive_link
ok try this replaced tag file.Seemed to give me a crash upon starting, Fatal: Weapon spec [longswordcannon] not found. Original csv still works, although I didn't test only the UNSC mod. Is this for stargazer's unofficial update or apple's version? (assumed stargazer, but figured I'd check)
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\UNSC\data\weapons
in there is a file called weapons_data.csv. I've created an altered version that has the correct tags for the weapons. Needs testing obv but let me know if it works.
https://drive.google.com/file/d/17cN7WPWy2xOH1wfyeTLmiuZYX95YFsQt/view?usp=drive_link
Sounds good. While I'm happy to see anyone helping this mod out, there should never be pressure to do so. Best of luck!ok try this replaced tag file.Seemed to give me a crash upon starting, Fatal: Weapon spec [longswordcannon] not found. Original csv still works, although I didn't test only the UNSC mod. Is this for stargazer's unofficial update or apple's version? (assumed stargazer, but figured I'd check)
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\UNSC\data\weapons
in there is a file called weapons_data.csv. I've created an altered version that has the correct tags for the weapons. Needs testing obv but let me know if it works.
https://drive.google.com/file/d/17cN7WPWy2xOH1wfyeTLmiuZYX95YFsQt/view?usp=drive_link
i was using an older version of stargazers file. i didn't notice the update that followed that. I can check the file once i've downloaded it and see if i can edit the Tags as needed.
I'm not planning to further develop the mod as i frankly lack the skills. But i am learning using this mod and if i get to the point where an addition i make on my personal file is significant enough i'll request to update it on behalf of the modders in charge. No Promises.
May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?yes we would like that but... .
The Mac at the moment is so weak Putting buffing it to 5k was the only way I could make the ships feel any sense of usefulness
The ships themselves are too squishy too combined with the fact that they have so little weapon mounts boosting their armor was the only way to make them viable.
These buffing combo's doesn't even make them OP either, they still require escorts and can easily be overrun and defeated unless constantly kept an eye on.
I'd just like to see the ships shown more love as they're more like a pushover than anything else
May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?yes we would like that but... .
The Mac at the moment is so weak Putting buffing it to 5k was the only way I could make the ships feel any sense of usefulness
The ships themselves are too squishy too combined with the fact that they have so little weapon mounts boosting their armor was the only way to make them viable.
These buffing combo's doesn't even make them OP either, they still require escorts and can easily be overrun and defeated unless constantly kept an eye on.
I'd just like to see the ships shown more love as they're more like a pushover than anything else
these ships are meant to BE IN a strike force or aplha striking (sorry for bad english)
oh one thing can you add a way to get the infinity without cheating ? (like a mission or some other BS)May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?yes we would like that but... .
The Mac at the moment is so weak Putting buffing it to 5k was the only way I could make the ships feel any sense of usefulness
The ships themselves are too squishy too combined with the fact that they have so little weapon mounts boosting their armor was the only way to make them viable.
These buffing combo's doesn't even make them OP either, they still require escorts and can easily be overrun and defeated unless constantly kept an eye on.
I'd just like to see the ships shown more love as they're more like a pushover than anything else
these ships are meant to BE IN a strike force or aplha striking (sorry for bad english)
took a bit of work, some testing is required.
I've altered the mac cannon damage levels to be more appropriate. after testing the current levels i agree it was too low. I've changed it to have a bit more impact while still trying to maintain balance. the lower tier macs light the superlight mac haven't had much done since their focus is pressure, the much larger macs feel way more impactful. The infinity's mac does 10k damage but i felt that was appropriate being an end game super capital. i've also altered some of the tags for the UNSC weapons to make their own stuff appear a bit more frequently, it's not perfect but i don't yet have the skills to program a forced appearance of their own tech.
neatly packaged and named so you can test and install easy.
https://drive.google.com/file/d/1UnBeDSj89Z2h6p5MDbn9ysmPJCd37NSQ/view?usp=sharing
oh one thing can you add a way to get the infinity without cheating ? (like a mission or some other BS)May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?yes we would like that but... .
The Mac at the moment is so weak Putting buffing it to 5k was the only way I could make the ships feel any sense of usefulness
The ships themselves are too squishy too combined with the fact that they have so little weapon mounts boosting their armor was the only way to make them viable.
These buffing combo's doesn't even make them OP either, they still require escorts and can easily be overrun and defeated unless constantly kept an eye on.
I'd just like to see the ships shown more love as they're more like a pushover than anything else
these ships are meant to BE IN a strike force or aplha striking (sorry for bad english)
took a bit of work, some testing is required.
I've altered the mac cannon damage levels to be more appropriate. after testing the current levels i agree it was too low. I've changed it to have a bit more impact while still trying to maintain balance. the lower tier macs light the superlight mac haven't had much done since their focus is pressure, the much larger macs feel way more impactful. The infinity's mac does 10k damage but i felt that was appropriate being an end game super capital. i've also altered some of the tags for the UNSC weapons to make their own stuff appear a bit more frequently, it's not perfect but i don't yet have the skills to program a forced appearance of their own tech.
neatly packaged and named so you can test and install easy.
https://drive.google.com/file/d/1UnBeDSj89Z2h6p5MDbn9ysmPJCd37NSQ/view?usp=sharing
that would be nice but you could have infinite infitities (?)oh one thing can you add a way to get the infinity without cheating ? (like a mission or some other BS)May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?yes we would like that but... .
The Mac at the moment is so weak Putting buffing it to 5k was the only way I could make the ships feel any sense of usefulness
The ships themselves are too squishy too combined with the fact that they have so little weapon mounts boosting their armor was the only way to make them viable.
These buffing combo's doesn't even make them OP either, they still require escorts and can easily be overrun and defeated unless constantly kept an eye on.
I'd just like to see the ships shown more love as they're more like a pushover than anything else
these ships are meant to BE IN a strike force or aplha striking (sorry for bad english)
took a bit of work, some testing is required.
I've altered the mac cannon damage levels to be more appropriate. after testing the current levels i agree it was too low. I've changed it to have a bit more impact while still trying to maintain balance. the lower tier macs light the superlight mac haven't had much done since their focus is pressure, the much larger macs feel way more impactful. The infinity's mac does 10k damage but i felt that was appropriate being an end game super capital. i've also altered some of the tags for the UNSC weapons to make their own stuff appear a bit more frequently, it's not perfect but i don't yet have the skills to program a forced appearance of their own tech.
neatly packaged and named so you can test and install easy.
https://drive.google.com/file/d/1UnBeDSj89Z2h6p5MDbn9ysmPJCd37NSQ/view?usp=sharing
I could try and add a super rare Blueprint for the infinity that has a small chance to appear in some ruins and such. I haven't messed with mission programming yet.
I've recently expanded upon the expansion so far only on the Covenant ships, adding more ships, a system, and nerfing them (but decrease the cost too). If you're interested.The one on Discord, right? Looks interesting, but as a staunch supporter of HFY!, I disapprove of everything except the nerf. (Heh)
wait there is an updated UNSC mod on discord ?I've recently expanded upon the expansion so far only on the Covenant ships, adding more ships, a system, and nerfing them (but decrease the cost too). If you're interested.The one on Discord, right? Looks interesting, but as a staunch supporter of HFY!, I disapprove of everything except the nerf. (Heh)
If you meant Extremis', here you go.wait there is an updated UNSC mod on discord ?I've recently expanded upon the expansion so far only on the Covenant ships, adding more ships, a system, and nerfing them (but decrease the cost too). If you're interested.The one on Discord, right? Looks interesting, but as a staunch supporter of HFY!, I disapprove of everything except the nerf. (Heh)
can you share the link ?