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News & Updates

  • Back at it again.

    It's finally here! This is the AI/Civ rework:

    Changelog V1.2


    -AI Reworked!
    -Stat tweaks to balance Forerunners, aiming for cheaper costs but slightly longer build times since units can be made in waves instead of one at a time
    -The triggerscript for the skirmishAI has been reworked to handle custom civs.
    -The Flood and Forerunners now use a custom civ instead of piggybacking completely off of UNSC/Cov.
    -This allows for each civ to have its own aidata.
    -Forerunner Tech tree reworked. Placeholder Sentinel added for later use. Right now he is a powered up version of the base sentinel.
    -Placeholder/Icons added for most units.
    -Flood Powers allow for expansion nodes to be placed and defensive roots to be grown
    -Damage...

  • V1.1.1 Bugfix

    -Enforcer Projectiles Fixed.
    -Base turrets and deployable turret fixed, rotation angles were incorrect. Note: Base turrets are dedicated to the unit type they are strong against, so AA turrets can't hit ground, AT can't hit air, etc. This is subject to change in the future
    -Garrison pad disabled, it isn't behaving correctly and extremely bugged.
    -Units and hero shielding should be upgradeable.
    -Sentinels now have Damage, Shield, and HP upgrade tiers. Hero and Unit upgrades are split to encourage tactical usage
    -Sentinels getting stuck in expansion bases should be fixed.
    -Security Drones adjusted to function as early game rushers/scouts, damage&HP nerfed
    -Incinerator model changed to gold sentinel. Damage done by incinerator nerfed.
    -Expan...

  • 1.1 Art and Gameplay Overhaul

    NOTE: If you would like to play 1.0 the download is over on ModDB, I made the Nexus page second so I've just uploaded the latest build here.

    Playstyle Focus/Gimmick Changes:
    ------------------------------------
    Sentinels main gimmick should now be cheaper units that require more micro management. Since most units are trained instantly the player must be cautious with their choices since a unit build order cannot be cancelled. Structuring balanced squads should be imperative for the sentinel player since all units are trained individually instead of having premade squads.
    The sentinel player must now choose between two expansion bases instead of just building another base hub. One oriented towards resources and the other to unit production. This is still experi...