[MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Discuss and distribute tools and methods for modding. Moderator - Grognak
Lord0fHam
Posts: 54
Joined: Sat Feb 02, 2013 1:10 am

Re: [MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Postby Lord0fHam » Fri Mar 01, 2013 11:46 pm

theomorphical wrote:my favorite mod, keep up the good work you guys (I say guys because 1 of you are doing the animations, and the other is doing the scripting) :P


Thank you very much!
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FrostWyrmWraith
Posts: 31
Joined: Tue Feb 26, 2013 3:38 am

Re: [MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Postby FrostWyrmWraith » Sat Mar 02, 2013 1:11 am

If you credit me for it, you can use my CCS-battlecruiser in this package. :)
Lord0fHam
Posts: 54
Joined: Sat Feb 02, 2013 1:10 am

Re: [MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Postby Lord0fHam » Sat Mar 02, 2013 1:26 am

FrostWyrmWraith wrote:If you credit me for it, you can use my CCS-battlecruiser in this package. :)


Looks very good! I might use it later. Thanks for the offer!
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Husky
Posts: 14
Joined: Sat Mar 09, 2013 8:50 pm

Re: [MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Postby Husky » Sun Mar 10, 2013 8:17 pm

if you can can you make the back round prime because i cant see the backround after i added infinity space
Lord0fHam
Posts: 54
Joined: Sat Feb 02, 2013 1:10 am

Re: [MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Postby Lord0fHam » Sun Mar 10, 2013 8:53 pm

Husky wrote:if you can can you make the back round prime because i cant see the backround after i added infinity space


I don't even know what that means...
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MrManiac
Posts: 2
Joined: Thu Mar 28, 2013 8:00 pm

Re: [MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Postby MrManiac » Thu Mar 28, 2013 8:03 pm

Replace the Kestrel Type B with UNSC Infinity and perhaps Engi A with Forward Unto Dawn?
MrManiac
Posts: 2
Joined: Thu Mar 28, 2013 8:00 pm

Re: [MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Postby MrManiac » Thu Mar 28, 2013 8:05 pm

Oh, and if you make the UNSC Infinity in the game, please make a MAC weapon that takes 4 power bars, bypasses 5 shields and does 4 damage per hit, but takes 25 seconds to load.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Postby DryEagle » Thu Mar 28, 2013 8:50 pm

That is a rather overpowered weapon. Compare other 4-power weapons - the glaive beam, and the burst laser 3: they both have a long charge time, and don't do anything nearly approaching 4 damage to a full-shielded enemy. So, either make it cost maybe 2 missiles per shot, or, tone down some of the stats. Perhaps only 2 shield piercing. Just something to think about.
All ships I have created include custom weapons, graphics etc:
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Lord0fHam
Posts: 54
Joined: Sat Feb 02, 2013 1:10 am

Re: [MOD][WIP]The Halo Mod Updated V1.0.1 Feb 23

Postby Lord0fHam » Thu Mar 28, 2013 11:53 pm

Thanks for the suggestions guys. I haven't been working on the mod because I've been busy. Starting this Saturday, I've got spring break for a week and I plan on trying to make some progress then.
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domanator1
Posts: 1
Joined: Tue Apr 09, 2013 6:06 am

Re: [MOD][WIP]The Halo Mod

Postby domanator1 » Tue Apr 09, 2013 6:09 am

Lord0fHam wrote:
President Larry wrote:Pretty cool, I can see the humans being marines and maybe rockmen being spartans? Mantis are elites, and crystal are forerunners. Just my thoughts.


Thanks for the suggestions! I was thinking of doing something like that. I was thinking human-human(duh), mantis-elite, ghost-grunt(since ghosts do not need oxygen and neither do grunts(they breathe methane)), rock-hunter, crystal-forerunner, slug-flood(maybe?). I don't know what to do with engis or zoltans.


the zoltan could be AI like cortana