Fractal Softworks Forum

Starsector => Mods => Topic started by: AppleMarineXX on May 11, 2021, 11:56:22 PM

Title: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: AppleMarineXX on May 11, 2021, 11:56:22 PM
(https://i.imgur.com/I0tRBmB.png)

UNSC v0.4a - "Sustenance Update" Download (https://www.dropbox.com/s/3glphlt9c8gwyse/AppleMarine%27s%20UNSC%20Mod%20v0.4a.zip?dl=1)

Requires Lazylib. Get it Here! (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
I literally only used it in one line of code though.

I was bored one day, and decided to try to put together a halo-themed UNSC faction mod.

Lore (If it matters): A UNSC colony fleet was heading towards a new planet when it passed by small, derelict Forerunner Halo. When some of the researchers attempted to probe it, it activated what little energy reserves the construct had left to catapult the fleet through time and space to the edge of Persean sector. As it turned out, the ringed-shaped construct was not a Halo, but instead a dimensionally displaced Domain gate.

Gameplay:
The defining feature of UNSC ships are their Magnetic Accelerator Cannons - enormous coilguns spanning nearly the entire length of the vessels. These cannons are able to fire at great range and deliver considerable damage, at the cost of a low rate of a fire and considerable flux usage. Their strategy is to stay at range and pound enemies with their MAC's and long-range missiles - should the enemy attempt to close the distance, UNSC vessels will often find themselves with few options to fight back effectively. Their length and few PD emplacements make them vulnerable to attacks from the side.

For the most part, their mobility ranges from average to below average, their shielding is weak, and flux reserves are unremarkable. However, their armor is especially resistant to EMP weapons, and their narrow hulls and shield arcs allow for easier dodging of incoming projectiles when facing the enemy head on. Whether it's having an entire squadron delivering a devastating alpha strike, or having a few ships providing fire support from the second lines, these vessels may (or may not) be a valuable addition to any enterprising captain's fleet, provided they can get their hands on one.

Features Thus Far:

To do:

(https://i.imgur.com/bkUsTec.jpg)

The Ship Roster:
Spoiler

Small Craft:
  • Sabre-class Fighters - A pair of high-cost, powerful strike fighters with a pair of auto cannons and light anti-armor missiles
  • Longsword-class Bombers - Fitted for strike missions, this enormous craft barely fits in a conventional hangar. It's shielding and built-in flares allow it to survive bombing runs where it launches its array of anti-ship missiles.

Frigates:
  • Mako-class Heavy Corvette - An older vessel in the fleet, this small warship is relatively undergunned, but possesses an exceptional power plant and armor plating for its size.

Destroyers:
  • Paris-class Heavy Frigate - This oversized frigate lacks armor, but makes up for it with adequate mobility, allowing it to fire its MAC at enemies from flanking positions, or serve as powerful escorts for larger ships.
  • Charon-class Support Frigate - It loses most of the combat capability of the Paris-class in exchange for sizeable cargo holds, making it a must for long expeditions. It's smaller MAC allows for it to provide adequate firepower in a pinch.
  • Strident-class Light Frigate - One of the newer models in the UNSC register, this nimble ship comes with a small hangar bay, a faster-firing, more efficient MAC, and a newer, high-efficiency shield array.

Cruisers:
  • Halberd-class Destroyer - Halberd class is equipped with dual-barreled MAC's and heavy Titanium-A armor, allowing it to shield smaller vessels while providing a sizeable punch.
  • Punic-II Class Battle Carrier - The original Punic-class was an enormous carrier that served reliably in the UNSC fleet, but due to the lacking resources of the Persean sector, UNSC leaders made the decision to downsize the design. The Punic-II packs a pair of hangar bays, and like all other UNSC ships, a MAC.

Capitals:
  • Halcyon-class Cruiser - The older cousin of the Marathon-class, this heavily armored cruiser is equipped with an upgraded MAC fitted with power recyclers and extra capacitors, allowing it to fire multiple rounds in rapid succession.
  • Marathon-class Cruiser - An enormous cruiser used to command fleets, this ship sports superior flux and shields compared to the Halcyon-class, as long as having the same rapid-fire MAC of its predecessor. However, its more complex systems significantly increases deployment costs.


(https://i.imgur.com/UjsecAT.png)

[close]


Changelog (Of Released Versions):
Spoiler

v0.4a "Sustenance"
Balance Changes:
  • Slight buff to Saber's armor to make it more survivable (as an 'elite' fighter).
  • Increased DP costs of Paris and Halberd, also reduced armor and flux of the Halberd.
  • Increased maneuverability of the Punic.
  • Slightly Increased rate of fire, weapon velocity, and turn speed, and reduce the per-shot damage of the Rampart.

v0.3b "Hotfix"
Fixes:
  • Fixed a mysterious crash on startup.

v0.3a "0.95.1 Celebratory Update"
Additions:
  • The Mako-class Corvette, a well armored, but undergunned frigate-sized escort/strike ship to flesh out the roster a bit.
  • A ship-sized Spartan Laser. Similar to the phase lance, gaining significant more alpha-strike potential at the cost of being very unwieldy to use. Why? I dunno, it seemed cool.
  Balance Changes:
  • Various nerfs to fighter craft, they were quite overtuned.
  • Slight buffs to the Paris and Charon.
  Fixes:
  • MAC's and fighter weapons should no longer drop as loot. Woops.

0.2E - Hotfix
  • Fixed crashing when not having Nex installed.
  • Compiled scripts into a .jar file, should lead to marginally improved performance?
  • Slight buff to shield efficiency and Frigate Turn Rates to help them in their role as escorts.
  • Slight nerf to the Halberd's DP cost and speed, since it was performing beyond its role as slow fleet anchor.

0.2C - Hotfix
  • Forgot to initialize Nex Faction relations.

0.2B - Hotfix
  • Forgot to spawn the UNSC star system for Nex Corvus mode (woops). It's fixed now.
  • Slight buffs to the Rampart, also fixed some of the audio issues (its weird echo).
  • Added a new UNSC weapon - the Goalkeeper PD Chaingun.
  • Some modifications to the firing arcs of the Paris and Halberd frontal small mounts for better PD coverage.

0.2A - "Maximum Nonviable Product."
  • Added a UNSC home system for Vanilla and Nex Corvus mode - The Audere Star System. It's no longer a glorified ship pack!
  • Increased MAC RoF and charge-time. Makes using it less painful, but also makes it harder to get snap-shots off.
  • Starpocalypse Integration.
  • Other minor balance changes.

0.1g - "The Thiccening."
  • Added a new ship, the Capital-class Halcyon Cruiser, and more gun-focused version of the Marathon class, which heavier armor but no hangar bays.
  • MAC arc reduced, but turn speed increased
  • Widened the Marathon and Halcyon class so they're no longer skinnier than Frigates.
  • Gave the 'Maneuvering Jets' ability to the Charon since Flare Launchers suck.
  • Increased Flux, HP, and Armor of all UNSC ships, at the cost of maneuverability.
  • And a whole host of other small number-fiddling balance changes to give more nuance to the UNSC ships.
  • Still not supported with Vanilla/Nex Corvus-mode yet (but it will be very soon!)

0.1d - Initial Release
  • Initial release, with 6 ships (Paris, Charon, Strident, Punic-II, Halberd, Marathon), 2 fighters (Longsword, Sabre), and 1 Weapon (Rampart PD)
  • Integration with Commissioned Crews and Nexerelin (Random Sector Only)
  • Not supported with Vanilla/Nex Corvus-mode yet.

[close]


Acknowledgements
Spoiler
  • Histidine, Coherent Watermelon, Banano of Doom, Citizen Joe, Lethargie, Tomatopaste, and everyone else on the Starsector Discord for helping me wade through this mess of a mod.
  • Planefriend for introducing me to this game.
  • Alex for making this game
[close]

Enjoy, and please leave your feedback!

Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: haloguy1 on May 12, 2021, 12:53:16 PM
Thank you so much. Seeing this really made my day. I hope you add the covenant ships as well!
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: AppleMarineXX on May 12, 2021, 11:08:02 PM
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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: th3boodlebot on May 13, 2021, 08:17:04 AM
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
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: AppleMarineXX on May 13, 2021, 04:34:39 PM
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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: danando123 on May 13, 2021, 05:25:45 PM
amazing :) I'm impressed, though i do hope you make this a faction 'based on', rather than 'be' the UNSC to but other than that, good work
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: th3boodlebot on May 14, 2021, 03:18:54 PM
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.



Definitely the right move would love to see you do the same with covenant and possibly flood and the others.

I also agree that you should really take liberties to make things work, and seeing multiple instances of certain factions (covenant civil war comes to mind) would be amazing.

Really theres Too Much potential to add things lol so if you do anything at all I will be both impressed and grateful.

Oh one more thing, really enjoy using the ships.  I'm about to donmy first ever YouTube Playthrough and I will definitely be grabbing at least one UNSC ship.
Excellent fire support, and top tier pd.

Once again very nice.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.1g - The Thiccening
Post by: AppleMarineXX on June 09, 2021, 06:24:15 PM
Released an Update to v0.1g

The "Minimum Viable Product" v0.2a update is right around the corner, when I finish setting up the custom star system for the faction for use with Vanilla or Nex Corvus-mode.

Spoiler
(https://i.imgur.com/HYflv7J.png)
[close]

Changelog:
0.1g - "The Thiccening."
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2A - Max Nonviable Product
Post by: AppleMarineXX on June 11, 2021, 10:51:02 PM
At long last, the mod is no longer a glorified ship pack - the UNSC have a non-procedurally generated home in the Audere System now!
As usual, please let me know if there's any bugs or balance issues that come up!

v0.2A Dropbox Download Link (https://www.dropbox.com/s/hgv81cgbx73eocu/Apple%27s%20UNSC%20Faction%20Mod%20v0.2A.zip?dl=0)

Changelog:
v0.2A - "Maximum Nonviable Product."
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2A - Max Nonviable Product
Post by: tomatopaste on June 12, 2021, 06:17:10 AM
my expectations were met
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2A - Max Nonviable Product
Post by: Jakro on June 12, 2021, 06:18:02 AM
Cool mod
Infinity when
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2A - Max Nonviable Product
Post by: Captain Waffle on June 12, 2021, 03:28:55 PM
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!
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2A - Max Nonviable Product
Post by: AppleMarineXX on June 13, 2021, 09:08:37 AM
Released a Hotfix (v0.2B) v0.2C - Get it here! (https://www.dropbox.com/s/q8xy5ziqjt2mr1l/Apple%27s%20UNSC%20Faction%20Mod%20v0.2C.zip?dl=1)

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!

1. Yep, custom missiles are planned. I was trying to think up a unique MRM that would be distinct enough from the Harpoon (and the other modded MRM's already on the market), but your idea seems like it's worth a try.
2. The Ramparts definitely are undertuned, yes. Balancing them is slightly wonky, since as it stands they're just slightly better light autocannons. I wanted to make them more of a weapon that serves as a decent anti-ship weapon, while working as a mediocre PD weapon. To make up for this, I tossed in a new "dedicated" PD weapon that should make up for this.
3. Good to know!
4. Yeah, I'll definitely play with the numbers on the Sabre. I wanted to keep their squadron size small to make them seem "elite,"  or at least to justify their exceptional hull and shields.
5. In my earliest release, this was actually the case! As it turns out, it is absurdly difficult to balance around this, after all, Hounds are jokes because they don't have shields. Originally, the "UNSC Hull Construction" hullmod had upwards of 90% EMP resistance, but even this wasn't enough to save it from getting chewed up by a High-Tech station's Tachyon lance. In the end, I chose to slap on the shields for gameplay reasons - otherwise they'd have no chance against Orbital Stations or any other foe that might outrange them.
Adding on absurdly high EMP and HE resistances gets a bit sticky since there's probably a lot of edge-case interactions that might get screwed up. Also, as written in some modding guide somewhere, fighting an enemy with absurd amounts of armor isn't fun.

Thanks for the feedback, and please let me know if you have any more - anything is appreciated! I'm currently erring on the side of caution by trying to make everything slightly undertuned (since I've only playtested with myself so far).

Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2A - Max Nonviable Product
Post by: ThePerilsOfSelfBetterment on June 13, 2021, 09:11:10 AM
As a huge Halo fan words cannot begin to describe how pumped I was to see this pop up on the Discord. I personally think adding in Covenant ships wouldn't be too difficult, they would just be high tech faction with only energy and missile slots. You could even get inventive and make some of their weapons based off Covenant infantry weapons. Maybe a chargeable plasma pistolesque weapon that has EMP damage or a chance to overload shields, or a missile weapon that is based off the Needler. Either way looking forwards to the mod and where you take it. Keep up the good work
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2C - Hotfix (6/13/2021)
Post by: BaBosa on June 14, 2021, 05:15:26 PM
Hey, so I tried to use this mod but it crash on load and gave this error code.
Spoiler
47598 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/UNSC_Frigate_charon.png (using cast)
48664 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.UNSCModPlugin]
java.lang.RuntimeException: Error loading [data.scripts.UNSCModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/UNSCWorldGen.java', Line 22, Column 38: Imported class "exerelin.campaign.SectorManager" could not be loaded
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/UNSCWorldGen.java', Line 22, Column 38: Imported class "exerelin.campaign.SectorManager" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8595)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
   at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
   at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
   at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5663)
   at org.codehaus.janino.UnitCompiler.access$13800(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitMethodInvocation(UnitCompiler.java:5132)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3971)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
   at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
   at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2854)
   at org.codehaus.janino.UnitCompiler.access$4800(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2815)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
   at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2940)
   at org.codehaus.janino.UnitCompiler.access$5000(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$8.visitBinaryOperation(UnitCompiler.java:2809)
   at org.codehaus.janino.Java$BinaryOperation.accept(Java.java:3768)
   at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1752)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]
I have most of the non-faction mods so it might be a conflict rather than a bug but regardless, do you know what's going on? I'd really like to try your mod.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2C - Hotfix (6/13/2021)
Post by: AppleMarineXX on June 14, 2021, 07:24:12 PM
I'm pretty sure I know the issue (I may or may not have coded it to import a library without having a mod enabled), but just to make sure, could you send me your list of enabled mods?
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2C - Hotfix (6/13/2021)
Post by: BaBosa on June 15, 2021, 12:25:18 AM
 
Spoiler
"$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel25",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "sd_advancedHullMods",
  "advanced_gunnery_control_dbeaa06e",
  "raccoonarms",
  "automatic-orders",
  "lw_autosave",
  "timid_admins",
  "beyondthesector",
  "BSC",
  "CWSP",
  "CaptainsLog",
  "capturecrew",
  "aaCari UIl",
  "Csp",
  "CAS",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "domain_mship_controllable",
  "dynamictariffs",
  "fluffships",
  "sun_fuel_siphoning",
  "gladiatorsociety",
  "HHE",
  "gunnyhegexpeditionary",
  "hte",
  "hostileIntercept",
  "hm_barratry",
  "internalaffairs",
  "kazeron",
  "lw_lazylib",
  "low_maintenance",
  "luddenhance",
  "MagicLib",
  "sun_new_beginnings",
  "kayse_phaseships",
  "old_hyperion",
  "wisp_perseanchronicles",
  "yunru_pirate_collection",
  "wyv_planetaryShieldAccessControl",
  "$$rebalanced_pilums",
  "repdec",
  "roider",
  "SEEKER",
  "speedUp",
  "stelnet",
  "StopGapMeasures3",
  "timid_supply_forging",
  "tahlan",
  "Terraforming and Station Construction",
  "TORCHSHIPS",
  "transfer_all_items",
  "US",
  "ungp",
  "UGH",
  "vayrashippack",
  "lw_version_checker",
  "yunruhullmods",
  "yunru_midline_expansion",
  "yunrucore",
  "shaderLib"
[close]

I hope you don't have to check all of them.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2C - Hotfix (6/13/2021)
Post by: AppleMarineXX on June 15, 2021, 12:05:22 PM
I assume this should fix the problem - I was calling a library from Nexerelin, which would cause a crash if you don't have it.

v0.2E Hotfix Download (https://www.dropbox.com/s/69tf7ydiw3zw89c/Apple%27s%20UNSC%20Faction%20Mod%20v0.2E.zip?dl=1)

Changelog:

Please let me know if it works!
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: BaBosa on June 16, 2021, 02:11:05 AM
Yup it works now.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: Tallgiraffe on June 19, 2021, 12:37:23 PM
I do hope to see the Epoch. Kinda disappointed stuff isn't more proportional to it's size, but beggars can't be choosers.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: Tallgiraffe on June 26, 2021, 11:25:23 PM
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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: Leftenant Goose on July 08, 2021, 03:07:09 AM
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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: Warer on July 11, 2021, 08:51:06 AM
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!
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: Soulbite on July 20, 2021, 12:22:13 PM
Hello,
I had a minor issue with salvaging that I think is occurring due to UNSC. Namely I salvaged a random debris field and got several million ASGM-10 Strike Missiles as they seem to be 0 credit value.
Assuming it's possible maybe built-in weapons like these and the MACs should be made unsalvageable?

Anyway thanks for the mod :D
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: argothestarqueen on July 29, 2021, 10:22:00 PM
Hey, would it be possible to make them a bit faster? I've tried to do that locally and I'm just getting errors. I feel like they should be a little faster speed and response wise.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: 6chad.noirlee9 on July 30, 2021, 06:31:45 AM
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!
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: 5ColouredWalker on August 06, 2021, 04:08:25 AM
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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: 6chad.noirlee9 on August 07, 2021, 01:31:02 PM
the spartans have shields, why not at least some of the ships?
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: 6chad.noirlee9 on August 21, 2021, 05:17:25 AM
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?
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: xTheOverlord on October 08, 2021, 11:03:19 PM
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!
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: quichwe10 on October 13, 2021, 01:24:04 PM
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!
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.2E - Hotfix (6/15/2021)
Post by: noname1208 on October 16, 2021, 10:33:14 AM
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!
Title: [0.95a] Halo - United Nations Space Command (UNSC) v0.3a - Update (11/6/2021)
Post by: AppleMarineXX on November 06, 2021, 01:42:23 PM
Hey, time for an update out of nowhere! I'm still dead, though.
UNSC v0.3a - "0.95.1 Celebratory Update" (https://www.dropbox.com/s/kryo6lcv3gz9685/Apple%27s%20UNSC%20Faction%20Mod%20v0.3a.zip?dl=1)

(https://i.imgur.com/OXlPa3t.png)

Patchnotes
Spoiler
Additions:
  • The Mako-class Corvette, a well armored, but undergunned frigate-sized escort/strike ship to flesh out the roster a bit.
  • A ship-sized Spartan Laser. Similar to the phase lance, gaining significant more alpha-strike potential at the cost of being very unwieldy to use. Why? I dunno, it seemed cool.

Balance Changes:
  • Various nerfs to fighter craft, they were quite overtuned.
  • Slight buffs to the Paris and Charon.

Fixes:
  • MAC's and fighter weapons should no longer drop as loot. Woops.
[close]

Ideas for the Future (Don't Expect Updates Anytime Soon Though):
Spoiler
  • Add more ships/fighters/weapons (Archer Missiles, Shiva Nukes, Prowler Phase Ship, Infinity?, Broadsword, Pelican, Epoch)
  • Custom Sprites
  • Rebranding to a Standalone, but UNSC-inspired Faction
  • Custom Super-MAC Orbital Station
  • Balancing
  • Fancy Custom Scripts for unique hullmods, ship systems, and on-hit effects.
[close]

Feedback is appreciated, as usual.

Responses to Comments:
Spoiler
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.

Yeah, I had to change it for gameplay purposes. I remember seeing a video of a super-star destroyer that took up half the map, it was kinda cool tbh. Archer Missiles are also planned, of course.

Not sure how I can really spice up the Marathon's MAC, though.


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.

Interesting, I'll have to take a look at those. Thanks! I'm planning on doing custom sprites for the mod in the distant future (along with a complete rebranding), but those would certain help with outlines and stuff.

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 don't really have time lel)

I tried no-shield ships at first, but unless I went the direction that the Luddic Enchancement Mod's going (replace shields with a Damper field), they'd get ripped apart instantly by EMP and Torpedoes. And don't get me started on High-Tech Orbital Stations...

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?

Yep, a re-branding is planned, whenever I can figure out how spriting works...

As for the that ship-less run, I have no idea, they show up on my end.

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.

Yep, most of the ships already have pathetic shield efficiency.

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!

Maybe? I don't really know how to balance super-capitals in this game.

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!

Lucky for you, I have a corvette in stock. Prowlers are also planned - right now the faction fleet balance is 5-1-1 Warships/Carriers/Phase, so they should rarely show up. 

A support ship is also nice to have, I'll keep that in mind. As for interceptors, I'm thinking of adding in the Broadsword fighter in the future, and rebalancing the Saber with it so one's a strike-fighter and one's an interceptor. Of course I'll have to rename it, but whatevs.

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!

Good to hear!
[close]
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3a - Update (11/6/2021)
Post by: JUDGE! slowpersun on November 06, 2021, 03:07:11 PM
Funny, I have been meaning to ask where this mod's version of the Pelican drop ship is... but it seems to already be on the to-do list!  I guess that would basically end up being the UNSC mod's version of the Kite shuttle... but would be nice for whenever it eventually gets added to have some Nex invasion bonuses (although adding a ground support package might be too OP, so some sort of custom hull mod with equivalent but limited effect instead?).
Title: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: AppleMarineXX on November 06, 2021, 09:06:01 PM
There was a mysterious bug that caused a crash on startup. This should fix it.

UNSC v0.3b (https://www.dropbox.com/s/kgbsodp3agmg3io/Apple%27s%20UNSC%20Faction%20Mod%20v0.3b.zip?dl=1)
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Demonocolips on November 24, 2021, 02:54:14 PM
a good mod. seems to be going in a good direction. only real thing i object to right now is the burst fire mode for the mac cannons. think they would work better with a standard magazine.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: AppleMarineXX on November 27, 2021, 12:49:30 PM
Love the idea of the mod, but I'm still getting crashes to desktop due to something missing from the Charon.

Spoiler
21198 [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.

Are you currently on the 0.95 version of Starsector? The Breach SRM weapon was added to the game in 0.95, and is equipped on that particular ship variant. If you don't have the weapons data for the Breach, either your copy of vanilla Starsector is somehow mutilated, or you're on an older version like 0.91 or something.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: swatmore on January 02, 2022, 03:52:07 AM
This is so based
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Pixel on January 09, 2022, 07:30:12 AM
I absolutely love this mod, however I would like to ask if you do plan on adding smaller unsc ships like the smaller corvettes or the prowler to help round out the fleet abit, rn it just feels weird to have my Paris battle line backed up by kites
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: BwenGun on January 13, 2022, 05:52:29 AM
Want to add to those saying that this is an excellent mod, the MAC cannons especially are pretty much perfect and very fun to play with. I'm looking forward to seeing what else you're going to add.

If I had one suggestion though it would be to scale down the size of the ships. As it is the frigates, especially, feel very large and clunky for their intended role. Part of that is because the UNSC are quite deep ships, which means that a lot of their mass doesn't translate well into a topdown game which means that smaller escort vessels look comparatively larger than their design would indicate. In which case if the larger ships are going to stay their current size it might be an idea to diverge from the Halo canon a little to shrink them down a bit.

Though it might be worth shrinking everything down a bit if and when you start adding the larger classes in. a true Punic/Infinity class will take up the entire screen in combat. Let alone if Covenant ships turn up. But that's probably a design decision for later if you add any of the larger ships.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Adventwolf on January 16, 2022, 07:55:35 PM
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. As for the Infinity, I wouldn't add it. Unlike the other ship it can't really be made and if it was it would not be in the hands of the Player but the faction itself instead. Plus super-capitals are broken, to begin with.

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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: jumpingmouse on January 20, 2022, 05:52:58 AM
it would be really cool to add "dumb" AI hullmods for a ship, maybe 1 per ship unless otherwise specified like with pillar of autumn
examples might be,
 dedicated PD AI
ECM AI
Navigations AI maybe a burn speed/top speed boost
a cool ship system to add for any soon to be added MAC ships would be chemical thrusters. which would have charges that cause faster acceleration from side to side

 Despite how much material from HALO lore is crying out for implementation I'm already really happy with the mod as is and im glad that Archer missile pods are in the works
my biggest complaint is that the ship hull sizes are not consistent with their names
ie i was fielding Halberds for awhile thinking they were benefitting from destroyer levels of hull mods.
btw if anyone is playing with "better deserved hull mods" make sure you try out the built in expanded magazines hullmod. on halberds the bonuses it gives means that a halberd has three mac charge capacity as well as faster reload's, ive been putting auxiliary maneuvering jets on them as well so that they can have a chance at scragging frigates as well as everything else.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Adventwolf on January 28, 2022, 08:22:46 AM
For the normal base system the UNSC is generated in I think it is better if the Ice Giant is made into a normal gas Giant. That way if we use DIY planets and terraforming mod we can turn it into a brown dwarf to improve the system and make the UNSC stronger in their home system.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Koranea on April 01, 2022, 06:30:05 AM
Love Halo, would be nice to see some covenant ships eventually ^^
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: Der Kaiser on April 10, 2022, 01:41:14 PM
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.

the star wars mod maker has a work-a-round with the super star destroyers but if you want to know specifically what he did you could talk to him, but you dont need to have the largest ships take up entire map or screen, just most of it for the largest of the ships. i got two examples here they are the executor one is just the ship and one is has a ship to compare it to
https://www.deviantart.com/skarjj/art/Screenshot000-912639680 (https://www.deviantart.com/skarjj/art/Screenshot000-912639680)
https://www.deviantart.com/skarjj/art/Size-Comparison-912639677 (https://www.deviantart.com/skarjj/art/Size-Comparison-912639677)
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: FunkyCirno69 on April 13, 2022, 02:59:16 PM
I absolutely love this mod man! It's so cool to kick ass with a MAC cannon or sit and enjoy the fireworks! It would be cool to add the UNSC Infinity (at a minor scale). She has twin MAC cannons. Also imagine playing as the covenant! Excellent work man, i'm excited for future releases  :D
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Lim on May 07, 2022, 10:57:35 AM
First of all, thank a lot for this mod
I really, really enjoy playing with it and I hope to see more ships in it, like the Infinity or Phoenix Class ( The Spirit of Fire from the Halo Wars )

I do have a small critisism on the fact that the ships do lack a little bit of weapon sometime, the Halcyon and Marathon dont enough to compete with their counterpart in the other faction and it make war against the like of the Hegemony pretty one-sided in my games.
I dont know what could be done to upgrade them, except maybe a Large Weapon mount instead of the medium one, for the Marathon to add in a larger range of fire.
Or maybe I'm doing something really wrong and if so do tell me.

Anyway, even with that problem, I just really, really love the mod and the ship and they are really fun to play with.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: StargazerRJL on May 23, 2022, 11:48:31 AM
Hey man, I added a design sheet for UNSC Infinity (I can't code)

Since you're not working on the mod anymore I guess someone else could perhaps take the torch and make some new ships?

Here's the design sheet and the sprite: : (https://i.imgur.com/2aXTNlC.jpeg)   (https://i.imgur.com/dI4OkTK.png)
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: badamiral on July 20, 2022, 11:03:10 PM
That is such a sexy sprite it makes me want to learn how to sub mod it in.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Jarvis on July 23, 2022, 03:05:14 PM
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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Aldazar on August 20, 2022, 08:51:29 PM
Cool sprite. Hope one day the author returns this mod is really good and looks good.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: quichwe10 on August 24, 2022, 08:57:54 PM
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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: Kobold on August 28, 2022, 11:05:07 AM
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
 
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: SpartanCommander on August 28, 2022, 12:00:22 PM
This mod looks great really want to use the UNSC against other faction.  It would be funny if the UNSC back story here is that this is the UNSC who got stranded while they have unique stuff like Spartans for them uniquely which gives them powerful invasion forces.  As well as other stuff.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: quichwe10 on August 28, 2022, 10:17:28 PM
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

Thinking additionally more on this, considering that Alex put on the blog that he's going to make Tri-Tachyon fleet comps focus on warships and phaseships with the odd Astral for carrier support, one thing a Covenant faction could utilize would be a high-tech sort of style with much emphasis on strong shields but with a greater amount of fighter and interceptors with no phase ship type stuff. Energy projectors could function somewhat like a supersized version of the DEW weapon already in this mod (except maybe turreted), and plasma torpedoes can be a sort of mid-range brawling weapon against bigger ships. Hmmm. Considering what I remember from Operation: First Strike, maybe they could work like a charge based Mjolnir cannon? The ships can only hold so much plasma, therefore there's only so many torpedoes they can launch before they have to fall back to wait for their power plants to make more plasma. 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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: jatzi on September 20, 2022, 10:16:00 PM
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 found getting in good rep with the UNSC, or getting commissioned by them, and then doing UNSC bounty missions is the best way to get both their fighters and their weapons. Unfortunately it comes with the side effect of having to fight UNSC ships which are honestly rough to fight en masse.

Is this mod dead? It hasn't been updated to the latest version of the game and I'm honestly a little worried about it. I love the UNSC ships, the MAC cannons are so fun to use and their ships don't intrude on the rest of the game a ton unlike the warhammer mod or the star wars mod. Those mods kill the balance of the game entirely but with this one it seems like the UNSC ships fit in fairly well. I'd like to see it continue
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) Faction Mod - v0.1d
Post by: nashp on September 22, 2022, 05:28:03 AM
First off, wonderful mod, really love it. I'm a big Halo nerd and have always wanted to see a Halo mod for starsector for like 4 years now, unfortunately I don't know squat about spriting, so this is just amazing.

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.


If you are using the original lore you can make them into actual torpedoes but with higher HP, given that in lore plasma torpedoes could be 'shot down' due to their magnetic fields being disrupted by PD or even missiles.

In the new lore (since Halo Warfleet, c.2017) plasma torpedoes were retconned by 343I to be actual torpedoes with a torpedo rack and what not.

Of course there are still other weapons like plasma cannons, energy projectors and pulse lasers.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: GreyMatter on October 05, 2022, 08:25:46 PM
Crippling issue; "Spartan" DEWs make a deafening noise when firing. Not sure why.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: ssthehunter on November 01, 2022, 01:25:10 AM
*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.
Reasoning
So 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.
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]
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.

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.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: V_KJ on November 01, 2022, 03:12:52 AM
Oh, its beautiful! Now, where do I download this thing and add it to my growing collection of supercaps.

EDIT: Wait, nvm, I'm an idiot lmao.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Adventwolf on November 01, 2022, 07:09:18 PM
Can't wait till the next update of the mod. I hope some of my suggestions make it through as well.

I like the look of the Infinity but like I said before I don't think it fits with what the UNSC is doing and dealing with in the Sector.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Derelict_Surveyor on November 06, 2022, 07:55:13 AM
*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.
Reasoning
So 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.
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]
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.

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]
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: WeWickYou on December 01, 2022, 02:46:26 PM
*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.
Reasoning
So 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.
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]
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.

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.


After trying In-Game and checking the "factions" files it seem's like you didn't make the ship available to the UNSC factions :). Would be great if the AI could use it even if just for the autoresolve (i added it on my files and decreased DP seeing from huge dreadnough cost something like 140 and in simulation completly destroy infinity ;p).

if you need to factions files to make them able to spawn it just Pm me or mention me on discord i got same ID as forum
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: jatzi on December 22, 2022, 03:45:41 PM
*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.
Reasoning
So 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.
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]
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.

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.

Are you taking over the mod? Also idk about upping the dmg of the MAC's lol. I haven't played your update but in Apple's version they are deadly to pretty much everything I've found
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: jatzi on December 22, 2022, 07:40:40 PM
*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.
Reasoning
So 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.
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]
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.

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]

Archer missile pods would be cool to see. What's wrong with the current sprites though?
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Ackerman on December 29, 2022, 02:53:50 PM
So glad you are taking over and updating. Question for you though. Do you think the 50% damage increase was enough to bring DPS in line with other similar DP cost ships? I find that the cooldown on the MAC is a bit lackluster (a 20% decrease in cooldown may bring it in line). This could even come at the cost of a bit of alpha damage.

EDIT: Okay I take back what I said. After using it more they do seem balanced. It does lead me to my next question though.

Would it be possible to allow the faction to field the Infinity somehow? Maybe it could be optional due to how it breaks Halo lore to have more than one. Just a thought.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Cones2002 on January 29, 2023, 05:50:42 PM
Probably one of my favourite mods for Starsector. So glad it was made
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: QuietOkami on March 23, 2023, 02:24:15 AM
So a suggestion for whoever is managing/maintaining this mod: please make the PD quieter and please add the Archer's with low damage but a large number of them fires and the Shiva's with massive damage but low number of missiles. Thanks for the mod.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: FunkyCirno69 on April 11, 2023, 12:18:54 PM
So uh, can i redraw the Halberd-class on my artstyle for my mod? I'm having a lot of fun commanding the Halberd and i kinda want to test my skills on redrawing sprites so...
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Zanda on April 13, 2023, 03:19:45 PM
I spent an hour making an anlace, its based on the concept art but shortened and the laser cannon elongated to match the model from halo 5.

I'm working on adding it in the game just still working out how the ship editor works, got everything but built in weapons figured out.


But I think it'd be cool to add this as an option to the built in wings on the infinity instead of the stridents.



Also in case anyone cares here's what I based it off of: https://imgur.com/a/wCnvBDy
Because of the differences and the anlace being the smallest frigate in the UNSC, I thought the original concept art didn't/wouldn't reflect that, which is why I heavily edited it.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: badamiral on April 28, 2023, 03:14:27 PM
Hell yeah, i would love to se ethe Anlace, the infinity is prety cool.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Poxil on May 12, 2023, 07:11:11 AM
The Saber's Medusa missile Anti armor damage doesn't seem to work.
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: lusulpher on May 29, 2023, 03:22:03 PM
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 ]:) -

Just crossposting this praise here for the creators/custodians of this mod!


ADDITIONALLY:

1 - 2nd that earlier Covenant Ships Idea, using the Infantry weapons mechanics/projectiles as basis! :chefkiss:

2 - Also, just saw this solution in a UAF Mod, but if the HALO ships don't have shields, you can simply replace the tediously high armour values with the ability to consistently DEFLECT incoming projectiles/missiles!(UAF prototype ship mechanic)
It would definitely add a unique Lore/Flavour to the HALO ships! 8)

Keep up the great work! ]: )-
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: Angel963 on May 29, 2023, 04:57:15 PM
Any word if this mod will be getting an update to the newest version?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4 - Update (6/2/2023)
Post by: AppleMarineXX on June 02, 2023, 06:07:12 PM
A quick patch to make it 0.96 compatible (I totally didn't just change the version number in the mod_info file and call it a day)
UNSC v0.4a - "Sustenance Update" (https://www.dropbox.com/s/3glphlt9c8gwyse/AppleMarine%27s%20UNSC%20Mod%20v0.4a.zip?dl=1)

(https://i.imgur.com/OYxXqey.png)

Patchnotes
Spoiler

Balance Changes:
  • Slight buff to Saber's armor to make it more survivable (as an 'elite' fighter).
  • Increased DP costs of Paris and Halberd, also reduced armor and flux of the Halberd.
  • Increased maneuverability of the Punic.
  • Slightly Increased rate of fire, weapon velocity, and turn speed, and reduce the per-shot damage of the Rampart.

[close]
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: NGTM-1R on June 03, 2023, 06:27:50 PM
Glad to have this one update. I always feel vaguely wrong if I don't hear a MAC go off sometimes in a fleet battle.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Christelissa D-021227 on June 04, 2023, 04:10:34 PM
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...
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: quichwe10 on June 05, 2023, 09:11:05 AM
Hey! It's good to see that you're still alive and kicking! Hoping that there's some additional weaponry and content in the pipeline, the lack of dedicated explosive type damage in missiles and guns have made dealing with the Invictus a tad dicey.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on June 08, 2023, 05:24:13 AM
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...

Dude, Go back in the thread, someone added the UNSC Infinity to this mod...
Title: Re: [0.95a] Halo - United Nations Space Command (UNSC) v0.3b - Update (11/6/2021)
Post by: StargazerRJL on June 08, 2023, 05:27:27 AM
*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.
Reasoning
So 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.
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]
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.

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.

DUDEE!!! It's been almost 2 years since I've played and had a look at the forums, and what do I see? You made my Infinity sprite into a REAL BOY!

I'm extremely greatful man, if there's any other ships you think you would like to add in the future, I'd be more than happy to do the spritework in some spare time :)

Cpt. Laskey would be proud.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Angel963 on June 09, 2023, 01:21:53 AM
Not gonna lie id love to see the archer missiles as a unsc missile weapon for the mod, could make the low damage saturation missiles like they are in the lore, they would also look better on the unsc ships
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: quichwe10 on June 09, 2023, 03:09:08 PM
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?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Discgear on June 10, 2023, 02:20:50 AM
This mod seems to be in conflict with 'Console Commands'. When using the addofficer command the game instead spits out an error.

java.lang.NullPointerException
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Angel963 on June 10, 2023, 03:28:31 PM
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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: quichwe10 on June 10, 2023, 04:13:46 PM
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

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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Angel963 on June 10, 2023, 07:49:39 PM
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

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 UNSC
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on June 11, 2023, 09:06:05 AM
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

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 UNSC

I've found the "Sindrian Diktat Enhancement" mod has an "Incisor MRM" which fires multiple kinetic guided fast missiles in a similar way I imagine Archers are fired.  (With expanded missile racks it has like 1K+ ammo)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: unsc-reach on June 11, 2023, 09:51:49 AM
Great to see UNSC sailing in the sector! I really appreciate your work. The MACs offer me a totally different build of fleets, which bring me tons of fun.

However, I'm still a little confused about the Sabre 'elite' fighter. I once assumed that Sabre is a powerful fighter supporting the flanks of UNSC ships. But I somehow feel that Sabre do survive well on the battlefield, but was not getting the enough damage as I supposed. Viewing the data of this LPC, its cannons's dps is no better than a Broadsword. But Broadsword is a 3-wings LPC with 8OP cost, while Sabre only have 2 and a much higher OP. So is it because I over-estimated Sabre's power before checking the data or is it because the data do not show the true power of Sabre?

Looking forward and thanks in advance for your reply. I also wish to know about your idea about how a UNSC fleet is constructed in the Sector.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Poxil on June 12, 2023, 05:07:36 AM
Does this new update also fixed the Saber Medusa missile's anti armor bonus, cause in my current version they don't even work.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Ghosts of Razgriz on July 04, 2023, 04:51:18 AM
How do I import the infinity or can someone make the infinity bootleg for sustenance update
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on July 04, 2023, 07:08:48 AM
How do I import the infinity or can someone make the infinity bootleg for sustenance update


Replace the UNSC mod file with the infinity download, it replaces all ships with some slight changes  :)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Ghosts of Razgriz on July 07, 2023, 04:46:15 PM
thanks, I did it, but I have to say, it's really dissapointing, 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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on July 10, 2023, 08:46:36 AM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Angel963 on July 13, 2023, 07:26:08 PM
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?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on July 14, 2023, 12:22:31 AM
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?

I'm working on some Breakwater Naval coil guns once I'm done with adding a LOT of UNSC ships/weapons. If you don't mind an "unofficial" update to the mod made by myself. Hopefully will be ready by the end of the month, I just need to sort out the "varients" and add descriptions which is the tedious part. (I'm new to modding)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: jatzi on July 18, 2023, 11:11:32 AM
Does the infinity addition work with the new update?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Ktown on July 18, 2023, 09:13:29 PM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on July 19, 2023, 08:22:06 AM
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)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: NaitNait on July 21, 2023, 09:19:29 PM
I noticed the S-modded Insulated Engines was being messed up because of a outdated copy of the hullmod's .java file in this mod. Ended up deleting the file and the issue seems to be resolved. 
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: WeepingDiscord on July 22, 2023, 07:12:39 AM
Just an idea: Is it possible to get this to work with ind evos Artillery and buildings. Mostly I just want the home sector to have a railgun artillery like the unsc had for important star systems.

I'm probably just gonna cheat it in for now but I think having something like that would just be a nice add on.

Also a commission crew buff
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Angel963 on August 16, 2023, 01:23:56 AM
any news on the potential update? I really am looking forward to seeing some new stuff in the UNSC line-up, also i know you mentioned some fan designs like the Thanatos and I think you really ought to add them so that the UNSC faction has a more flushed out ship roster and so that the faction can be a bit more diverse with fleet composition but that is just me.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on August 16, 2023, 07:49:42 PM
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)
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 18, 2023, 03:44:14 PM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: quichwe10 on August 19, 2023, 02:47:23 PM
Holy ***. Time to pop open a new campaign, then.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: V_KJ on August 20, 2023, 03:00:46 AM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 20, 2023, 05:52:57 AM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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.

Hey, That's strange... Are you sure you have started a new game and replaced the entire UNSC file with this one? The main reason being that some ships from the original mod were reworked so all their weapon slots have changed. Can you send over the crash report or log so I can see what the problem is? 

Thanks for bringing this to my attention.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Dahbakon on August 21, 2023, 07:31:58 PM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: quichwe10 on August 21, 2023, 08:03:33 PM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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.

IIRC, it's also a little funny because it starts with medium size Archers in small missile slots. If you put in the small size launchers instead, it seems to comfortably work out with 75 OP.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 22, 2023, 06:16:46 AM
Hey, regarding the bug with Nerexelin presets, that's all fixed, the Paris "Strike" variant now has the correct size Archer Missiles and the Orion Assault carrier preset's weapons are now all good :)

Link here: https://drive.google.com/file/d/1nXvfllchxYTM0ErJOVo0mhdaJxtvNySc/view?usp=sharing

Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: SeaSickSpartan1 on August 24, 2023, 12:33:04 PM
Hey, everytime I try to load into the combat simulator my game crashes to desktop, and this error message appears:

Fatal: Slot id [WS0018] not found on hull [UNSC_Frigate_punic]
Check starsector.log for more info

Is this my fault? Or is something not working properly?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: SeaSickSpartan1 on August 24, 2023, 01:24:16 PM
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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 24, 2023, 02:01:18 PM
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

The mod works perfectly fine if you start a NEW campaign and have replaced the old UNSC mod files with the new ones. I have installed the mod fresh clean on 2 different computers and have experienced no bugs such as this so it has to be from your side.

Let me know if you're getting this error with a new campaign and I'll see what more I can do.

I hope this helps

Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 26, 2023, 02:38:10 AM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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)


Very good but we need more small ships
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: quichwe10 on August 26, 2023, 01:40:45 PM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 27, 2023, 05:45:30 PM
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/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing (https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 28, 2023, 02:33:27 AM
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

Can you make the macks and some other weapons have a chance to pierce throught a shield ?
(lore wise it would kinda make sense cus covennant has a shield a LOT stronger than all ships in starsector)
and if it pierces a shield the damage goes down to 30% to and the damage could be from kinetic to HE or fragmentation.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 28, 2023, 03:09:09 AM
I literally only know how to make ships, weapons and fighters. Coding like what you speak of is completely beyond me. I know it's goofy that a Hound can survive a Vindication's MAC and just overload it but that's what Shiva's and Archers are for.  :P
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: quichwe10 on August 28, 2023, 08:16:53 AM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 28, 2023, 08:24:18 AM
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.

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!
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 28, 2023, 09:30:50 AM
wait isnt there a code in realistic combat that does that ?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: W_Best_Girl_ on August 28, 2023, 08:34:40 PM
Is it just me or is it when creating an autofit variant, the fighter wings assigned to said autofit simply won't apply?

Tells me that I lack suitable fighters despite having PLENTY in stock.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 29, 2023, 02:52:30 AM
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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 29, 2023, 03:19:50 AM
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

Thanks!! :)  AppleMarineXX is the hero who lighted the fire for this mod, I'm just carrying the torch for a bit...

I do plan on adding the Onegar - Mass driver cannon and Spitfire Naval battery as medium ballistics some time in the future.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 29, 2023, 01:30:32 PM
Also im noticing some stability problems
(when i load the game in Audere my game freezes like 30 seconds after loading in)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 29, 2023, 01:32:19 PM
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?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 29, 2023, 01:44:06 PM
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?

I think it's a "memory leak" associated with using mods in general and don't think it's an exclusive bug related to this specific mod.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Daidez on August 29, 2023, 05:33:00 PM
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!

Not sure if it's of any help, but there was a weapon in Sylphon RnD by Nia Tahl (very old mod now, code might be out of date) that had a weapon called "Enochian" with a mechanic like this. If nothing else, it's a starting place.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Dahbakon on August 30, 2023, 12:19:38 AM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 30, 2023, 01:49:10 AM
i guess its something with my gpu
(i looked into the log and it was completely normal and i forgot that i removed a mod, i think its what it caused)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 30, 2023, 03:42:00 AM
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?

Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Dahbakon on August 30, 2023, 09:35:22 PM
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?

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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 31, 2023, 02:30:14 AM
i noticed some bugs

like:
you can buy singular archer missile (it has no textures) and its from figters (pls fix)
next the garrison wing with tridents you can buy it for 120 credits (but you cannot install it anywhere, i guess its a failsafe)(make it expensive and you can only install it on infinity and once and make it really RARE)
and paris has a displacement i mean the small hardpoint in the middle forward
and i saw a unsc weapon (i think it was a bulit in) when i was in a bar and met a weapon dealer it cost 0 credits

and a suggestion can you buff the longsword ? (its a elite bomber like look at iron shell emmity)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 31, 2023, 04:24:01 AM
Hey, thanks for bringing these bugs to my attention, it's very helpful :)

Paris small missile placement has been aligned
Baselard single archer missile now doesn't appear in the market
I'm pretty sure the strident wing for Infinity no longer appears


here's the fix:  https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing (https://drive.google.com/file/d/1XEql9aDQK-nDOcwGxgVQGz3mvHnHQNaB/view?usp=sharing)

Re the Longword: I don't think it needs a buff, I left this unchanged form the original AppleMarine UNSC mod and it seems to be pretty incredible against overloaded targets.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 31, 2023, 04:25:37 AM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 31, 2023, 08:28:39 AM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 31, 2023, 08:31:22 AM
the covenant is really strong like i tested it and jesus its wayyyy too strong
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on August 31, 2023, 09:00:36 AM
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.

Spoiler
Some 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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 31, 2023, 09:26:23 AM
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.

Spoiler
Some 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


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.
i meant that they are way too strong for normal ships but that means they will be a good challenge  ;D
PS: I played Halo CE when i was a KID,
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on August 31, 2023, 09:32:31 AM
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.

Spoiler
Some 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
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  :)
(what i wrote was a joke the: COV is wayyy too strong , and make them cost less DP to make the game harder  ;))
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: SPARTAN 97118 on September 03, 2023, 11:46:54 PM
I can't find UNSC INFINITY in which system is it, if not, is there another way to get it?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on September 04, 2023, 01:18:15 AM
I can't find UNSC INFINITY in which system is it, if not, is there another way to get it?

It has it's own blueprint which is rare. Failing that, you can use console commands.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on September 04, 2023, 02:56:40 AM
Stargazer what is your goal ?
(what you want to add)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on September 04, 2023, 03:00:32 AM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on September 04, 2023, 03:18:03 AM
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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on September 04, 2023, 03:20:25 AM
Stargazer what is your goal ?
(what you want to add)

Make sure there's no bugs at the moment, balancing stuff, and then ultimately adding the Cov as a faction but that's a long way off. First day s to just listen to feedback/ bug reports and fix stuff accordingly
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on September 04, 2023, 04:13:56 AM
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
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.

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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on September 04, 2023, 06:29:14 AM
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
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.

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
no just no
(cov ships are really powerfull, so giving it to a player is not a good idea
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on September 04, 2023, 07:18:43 AM
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
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.

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
no just no
(cov ships are really powerfull, so giving it to a player is not a good idea
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on September 04, 2023, 12:25:55 PM
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
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.

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
no just no
(cov ships are really powerfull, so giving it to a player is not a good idea
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.
best way is making them extremly difficult to obtain and make it not be player controlled
(automated ship)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on September 05, 2023, 02:26:24 AM

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.
best way is making them extremly difficult to obtain and make it not be player controlled
(automated ship)
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: FunkyCirno69 on September 07, 2023, 01:09:06 PM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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 so mind if i use the MAC and the Breakwater for a project of mine? Ill credit you
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jamesdood7654 on September 08, 2023, 05:19:55 PM
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 over
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on September 09, 2023, 01:46:28 AM
Hey, after some testing myself with 2 different computers, The Infinity's mac works fine both linked and alternating so it may be something to do with your side. Does every other UNSC ships mac work okay?

Please ensure you started a NEW campaign woth all files replaced from the Original UMSC mod. This could fix it.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Angel963 on September 11, 2023, 12:37:44 PM
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 over
some 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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Cones2002 on September 13, 2023, 06:49:32 PM
Some new ship/weapon ideas:
Weapons:
- 11A2R1 Naval Coilgun could be a contender for a medium/large ballistic weapon. I'd rather medium cause we don't have a UNSC one atm

- M910 Rampart as an upgraded PD from the M870 Rampart. More OP points for better capability

- Mk 40 and Mk 45 Castor Naval Coilgun. It's used on the Mako, so could be a small/medium ballistic. Having these as HE guns (They have lots of specialised ammo types, so it makes sense lore-wise) would give the UNSC some of the anti-armour they're lacking with their ballistic weapons.

Ships:
Phoenix class: If the Charon is similar to a Buffalo, then the Phoenix would be your Colossus/Atlas. It'd be more of a colonist transport but still has really good cargo capacity.

Phoenix class Refit: Spirit of Fire from Halo Wars. It's got those 11A2R1 coilguns, 3 MACs and a bunch of lighter weapons. Would still be good for carrying stuff, but it's more for combat now.


Other things:
- I found the individual Archer missiles in a technology cache, so you can still acquire them
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: jatzi on September 18, 2023, 05:55:47 PM
Any idea why UNSC equipment is always listed as common rather than belonging to the specific faction? Someone suggested that could be why it's sometimes hard to find UNSC equipment on UNSC worlds lol. Is it intentional?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: SPARTAN 97118 on September 18, 2023, 08:13:50 PM
je voudrait savoir si il y aura une mis a jour avec des pélican comme ailes de soutien ou en tant que hull
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: SanityAdrift on September 20, 2023, 01:55:05 AM
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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Pegboard on October 10, 2023, 07:49:42 PM
There seems to be an issue with Insulated Engine and Armored Weapon Mounts S-mod bonus derived from this mod, neither of them offer any bonuses when built-in.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on October 11, 2023, 12:51:53 AM
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

Hey, im glad you like the ships!

Thanks for bringing this up, I'm working on an overall update which irons out a lot of the little bumps you guys have helpfully mentioned.

The Vindication was actually the first ship ive ever made in my short SS modding journey and I'll admit this was before I knew how to "mirror" mounts in the ship editor  ;D Regardless ,  I'll add that to the list of fixes!


Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on October 18, 2023, 09:47:49 PM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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)

Damn, this is a good update. Was thinking about this Mod when I decided to reinstall Starsector today. Went to the mod page and saw the base mod updated and decided to take a look. The normal update is good but this unofficial one add alot of what I was asking for. Saw a lot of the things I submitted as feedback awhile back is covered in this. Keep up the good work. The stuff you went with works well enough but if you want so more ideas here is the original stuff I suggested back then.

I really like adding in the old heavy Destroyer from the CMA, but the description you gave seems to fit the older Able class Heavy destroyer instead of the Hillsborough-class Heavy Destroyer did you get them mixed up?  Makes sense as well they would be using easier designs to build more ships. Same reason the UNSC swapped to pumping out a boat load of Frigates in the second half of the war as they kept losing territory.

The Valiant class is the only one that I don't think works as described. It was one of the most advanced ships the UNSC designed. And it is newer than the Orion, Epoch, Punic, Halcyon, and all destroyers except the Halberd when it was designed. It just didn't have a massive production run since it was considered too much new technology at the time and were reactivated shortly after that when the insurrection proved to be stronger than originally thought. Being next gen at the time of construction I would put its technology level on par with any Human-Covenant era UNSC ship except the very late war era ships that finally started to close the tech gap majorly.

Since this UNSC group has access to the post war designs they have the knowledge but lack the materials and manufacturing base to implement everything. Good way to limit them so they have a lore reason for not overrunning everyone else.

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.


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.

Spoiler
Some 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 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.

They had developed troop-scale energy shields, DEWs had increased in number and effectiveness, large ship shields, their slipstream drives were just one CODEN series level away from Covenant drives, and their ftl comms were finally a thing. If they had been able to field the new advancements in numbers they might have survived without needing the Civil War.

Of course that would require the UNSC to build alot of the larger ships with new tech. Since aside from technology the other big edge the Covenant had was the sheer mass and size their ships had. Even the escorts and most common ship was 1KM+ on average usually closer to 1.5KM. So to match the UNSC would need mostly Cruiser level ships and above.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on October 22, 2023, 06:57:07 PM
Stargazer I found the M85 that is part of the Infinity built-in weapons in the market as individual items. I am not sure if that is supposed to be the case but just letting you know.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: CaptainOrion on October 23, 2023, 09:39:34 AM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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 I think there's a bug, I'm trying to do all UNSC ships only but charon's never spawn to be bought
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on October 26, 2023, 10:51:08 PM
So is there plans for the medium-sized weapon slots that aren't missles? For ballistics we have the naval autocannons. The ones on the Spirit of Fire, the Castor models, the Spitfire, and the Sentry all with visuals to base a sprite off of.

Would add more punch while keeping to the look without having to swap for vanilla or.other mod weapons.

Also for large missile weapons besides the nukes there are the oversized Archer pods. That way we have the base launcher, the normal Archer pods that most smaller ships have, and then the oversized pods used by the larger ships.

For energy weapons aside from the Spartan laser line. We have the UNSC pulse lasers that ONI had before the war started, the secondary and tertiary energy weapons of the Anlace. As well as the EMP energy weapons they developed.

If they can be made to eork you also have the nuclear pumped X-ray laser missile the UNSC used during the war.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Angel963 on October 30, 2023, 11:29:27 PM
I have a question, do you think you'd ever add designs from the halo mod Sins of the Prophets like the Cradle logistics ship or the Thanatos class battleship?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on November 01, 2023, 05:10:30 AM
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.

Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: OmegaInfinita on November 01, 2023, 03:21:24 PM
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.


Huzzah! Great job all around and I can't wait to start a new run with this!
And a BIG HUGE CONGRATS to you for the new crewme- I mean, new baby!
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on November 01, 2023, 05:12:40 PM
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.


Huzzah! Great job all around and I can't wait to start a new run with this!
And a BIG HUGE CONGRATS to you for the new crewme- I mean, new baby!

Thanks man, Hopefully he doesn't have the reckless trait  ;D

Enjoy the playthrough!

Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on November 02, 2023, 08:23:28 PM
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.

Congrats on fatherhood. Hope you stocked up on sleep. thanks for pushing the mod further and more expansive. Just one question do you know how to modify the UNSC starting system make the ice giant a gas giant?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on November 03, 2023, 05:35:58 AM
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.


Really good, you know how to balance things, and congrats you will be a father
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on November 03, 2023, 02:59:46 PM
Thanks Jack!

Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: nutty8767 on November 08, 2023, 05:29:30 PM
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.

Congrats on being father sir
thank you for your service and update this mod
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Izikiel on November 18, 2023, 03:47:00 AM
Thanks to both of you guys for all your hard work! I always enjoy using these ships in-game, couldn't imagine a run without!
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on November 19, 2023, 10:36:38 PM
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.

Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: SPARTAN 97118 on November 24, 2023, 08:10:56 PM
bonjour a tous j'ai vue des lien qui emmène a des photo de nouveau vaisseaux sont il déjà disponible ? si oui quel est la mis a jour a installé
PS : merci pour ce travaille incroyable que vous faite avec ce mode je reste des heure a en profiter
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Ranger Dimitri on November 25, 2023, 08:35:25 AM
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:

Spoiler
SHIPS:

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]


Spoiler
WEAPONS:

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)
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Likablenascent on November 25, 2023, 08:50:11 AM
you unzip main mod then unzip the additional content into mods folder and overwrite
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Ranger Dimitri on November 25, 2023, 09:19:10 AM
you unzip main mod then unzip the additional content into mods folder and overwrite
It's showing as an RAR file, not a regular zip file. Remind me how I am to manage that one?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Likablenascent on November 25, 2023, 10:25:05 AM
Quote
It's showing as an RAR file, not a regular zip file. Remind me how I am to manage that one?

Just open the rar and copy  folders to mods and overwrite if prompted
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on November 25, 2023, 08:36:20 PM
You can just download the version StargazerRGL made as the whole mod. It has everything already in it.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: CaptainOrion on November 26, 2023, 11:46:07 AM
When you download the unofficial expansion it comes with the main mod, you just have to convert .rar to zip, unzip it (at least I unzip it) and put it in the mods folder then all done. The file includes the base mod and the unofficial expansion as it’s built into it
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: SPARTAN 97118 on November 26, 2023, 06:07:07 PM
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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on November 30, 2023, 08:47:57 AM
UNSC is balanced (its not a joke)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: StargazerRJL on November 30, 2023, 08:51:57 AM
idk man, Archer spam is kinda busted (the way it should be)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on November 30, 2023, 09:40:28 AM
Archer spam followed up by a 4 hit combo of MAC rounds from an Onager equipped Halcyon. Will break most other ships.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on November 30, 2023, 09:54:55 AM
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.

Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on November 30, 2023, 09:56:16 AM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on November 30, 2023, 09:57:13 AM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: CaptainOrion on November 30, 2023, 01:17:13 PM
Archer spam followed up by a 4 hit combo of MAC rounds from an Onager equipped Halcyon. Will break most other ships.

I've done the calculations, the Light Cruiser Halcyon is considered a dreadnought by starsector standards, out sizing everything in basically every faction
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on December 01, 2023, 03:02:27 PM
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.

Clarification: My point is essentially that you can't rely on the MAC's to do anything, at the very least on the Paris class, so you have to arm it as if it didn't have one at all
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Izikiel on December 01, 2023, 04:06:55 PM
Eh, just shield shunt so they stop worrying about flux. Risky, but UNSC ships have that hullmod that makes it less crippling. Add in the excessive range, and they usually keep themselves out of trouble. Throw in EMP fighters, like the Aria from UAF, and you are golden.

The actual ship I have trouble with would be the Mulsanne from the unofficial expansion, as the AI will not fire the main weapon on its own, you need to give it a ton of flux capacity.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on December 02, 2023, 10:52:34 PM
The point of the MACs is for mass firing not so much individual ship to ship. But yes the cool down between shots is a bit long but it needs that time to dissipate the Flux it generates.

Until we get the small and medium sized naval autocannons/energy weapons the main firepower will come from the Archer pods.

For the Mulsanne brightlance it should be able to cycle through firing without immediately overloading.

Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on December 03, 2023, 04:20:14 AM
i like to use UNSC ships as a Firing Squad or exetution squad
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on December 03, 2023, 03:09:57 PM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: CaptainOrion on December 04, 2023, 08:19:37 PM
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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on December 04, 2023, 08:48:10 PM
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
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on December 05, 2023, 06:04:55 AM
good ships require good captains
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Bendigo on December 07, 2023, 02:57:50 AM
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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on December 08, 2023, 09:59:29 PM
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

And Cole had no idea just how right his antagonistic call out was, and how he had just transmitted the reason for the war.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: CaptainOrion on December 13, 2023, 05:14:03 AM
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 done
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on December 13, 2023, 06:50:29 AM
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 done
yeah we need to fix the UNSC infinity Plot hole
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Angel963 on December 13, 2023, 10:58:30 PM
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 done
yeah 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?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on December 14, 2023, 01:57:48 AM
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 done
yeah 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 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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: CaptainOrion on December 14, 2023, 06:48:37 AM
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 done
yeah 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 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.

I actually have a solution, its not the infinity, it would be a infinity class ship called the immortal, who's to say UNSC from another reality didn't end up here? Though we can workshop this if needed
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on December 14, 2023, 08:49:53 AM
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.

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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: CaptainOrion on December 15, 2023, 12:20:05 AM
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.

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 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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on December 15, 2023, 12:30:29 AM
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.

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 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.
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on December 15, 2023, 09:29:30 AM
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.

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 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.
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.
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)
I FEAR Macs
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: [REDACTED] on December 15, 2023, 04:56:38 PM
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.

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 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.
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.
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)
I FEAR Macs
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?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on December 16, 2023, 07:10:44 AM
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.

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 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.

A few months is nowhere near enough for the UNSC to do anything. They are a battlegroup with a single colony fleet. Cut off from any support building on pretty *** world from scratch. Considering the planet is still a Frozen one  their original target wouldn't have required much if any terraforming so they didn't bring much of the equipment with them.

It also isn't enough time to build or repair anything. Unlike the rest of the factions the UNSC didn't have access to nanoforge technology to build their equipment. They built it the old fashioned way by hand. The mainstay of the fleet is makeshift shield equipped pre-war ships. Even in the Halo universe the post war ships rarely had shields or all the upgrades because of limited production ability.

It would take years for the UNSC to even stabilize. Throw in the isolation from no one helping them because they use AI beyond the restrictions of the Domain.

As for the Infinity. The name Immortal is bad but not any worse than the actual names used (Infinity, Eternity) but that should be scrubbed as well. Don't make it a failed scuttling job because that has to imply that the crew are around somewhere in the Sector. The Infinity is a strong ship but it can be overwhelmed so it being damaged in fights to the point a escape into slipspace caused this version to show up in the Sector makes sense and leaves it vague enough to work with any future lore.

Characters and Officers in game should be telling their stories. There also should be a core fleet flying around the system like what the Iron Shell and Mayasuran Navy has.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on December 17, 2023, 08:49:55 AM
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.

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 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.
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.
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)
I FEAR Macs
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?
Yes i sugested that like a month ago to Stargazer
(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)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Bendigo on December 19, 2023, 02:32:55 AM
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.

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 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.
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.
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)
I FEAR Macs
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?
Yes i sugested that like a month ago to Stargazer
(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)
AHEM, Gentlemen:
https://www.halopedia.org/HRUNTING/YGGDRASIL_Mark_I_ADS
Anybody fancy some UNSC Strikecraft?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on December 19, 2023, 06:20:42 AM
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.

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 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.
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.
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)
I FEAR Macs
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?
Yes i sugested that like a month ago to Stargazer
(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)
AHEM, Gentlemen:
https://www.halopedia.org/HRUNTING/YGGDRASIL_Mark_I_ADS
Anybody fancy some UNSC Strikecraft?
OH YES
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Adventwolf on December 21, 2023, 08:23:38 PM
Anyone know sprite artists that can make models for older and post war UNSC classes?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on December 27, 2023, 03:15:27 AM
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)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on January 06, 2024, 12:04:09 PM
Guess no luck
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: hobojoe694 on January 07, 2024, 01:32:22 PM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on January 08, 2024, 06:21:42 AM
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/
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Dahbakon on January 18, 2024, 09:51:40 AM
i can fix the UNSC equipment issue, give me a couple mins.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Dahbakon on January 18, 2024, 10:14:11 AM
ok try this replaced tag file.
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.

[EDIT: link Removed as it's wrong files edited.]
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on January 21, 2024, 08:43:53 AM
i can fix the UNSC equipment issue, give me a couple mins.
ok try this replaced tag file.
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
are you gonna be developing UNSC ? (new ships/weapons and other stuff)
if you are gonna be developing,then im happy
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Izikiel on January 21, 2024, 06:44:18 PM
ok try this replaced tag file.
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
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)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Dahbakon on January 24, 2024, 04:37:05 PM
ok try this replaced tag file.
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
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)

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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Izikiel on January 24, 2024, 08:29:07 PM
ok try this replaced tag file.
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
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)

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.
Sounds good. While I'm happy to see anyone helping this mod out, there should never be pressure to do so. Best of luck!
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: (Secondlt2) on January 25, 2024, 06:19:06 AM
May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?

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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on January 25, 2024, 07:08:52 AM
May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?

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
yes we would like that but... .
these ships are meant to BE IN a strike force or aplha striking (sorry for bad english)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Dahbakon on January 25, 2024, 10:37:38 AM
May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?

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
yes we would like that but... .
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
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on January 25, 2024, 11:54:53 AM
May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?

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
yes we would like that but... .
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)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Dahbakon on January 25, 2024, 01:12:23 PM
May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?

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
yes we would like that but... .
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)


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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on January 26, 2024, 12:21:24 PM
May I please propose the MAC damages to be increased to ~5k while boosting Each ships armor by +500?

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
yes we would like that but... .
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)


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.
that would be nice but you could have infinite infitities (?)
POV: you see an UNSC invasion fleet
well the ***
pov: 3 infinites coming to your planet to commit another spartan 2 program on your whole population
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Izikiel on January 26, 2024, 05:17:52 PM
I'll be honest, I'm not sure the mid to high tier UNSC ships need a buff. They reliably are some of the best ships in 1v1 duels against both single targets and carriers, and I can reliably use the capitals to instantly overload and even kill ships in 1-2 shots, which most of the capitals have built in already. (Between Archer missiles, the ships, and the PD, I love this mod. Best ships and feel despite a general lack of other content.) Thanks for your work in further improving this mod! Oh, and after testing, everything seems to be working perfectly, nice job!
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Erinnwen on January 27, 2024, 04:10:25 PM
What's currently lacking in the mod are ships with more hardpoints, I like the new additions, but it really isn't worth bringing corvette I mostly find myself with always the same composition which is hallberd and others battleships I just don't bother with the rest of the ships apart from when I start of course
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on February 01, 2024, 02:37:32 PM
its a loot of fun executing people (IN Starsector (SS)) B)
now on a serious note i cannot play it bcs i have to grind War Thunder (im cursed by Gaijin)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: ExtremisKO on February 03, 2024, 02:15:07 PM
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.
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Izikiel on February 03, 2024, 06:11:04 PM
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)
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Jack Ardan on February 07, 2024, 06:26:09 AM
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 ?
can you share the link ?
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: Izikiel on February 10, 2024, 02:20:19 AM
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 ?
can you share the link ?
If you meant Extremis', here you go.

https://fractalsoftworks.com/forum/index.php?topic=28804.msg423601#msg423601
Title: Re: [0.96a] Halo - United Nations Space Command (UNSC) v0.4a - Update (06/02/2023)
Post by: wiscodisco on March 22, 2024, 01:08:36 PM
When playing a new game as UNSC, the Covenant Faction appears however their ship models do not appear in battle.