Enough interest in the Civ community for a Halo mod?

Sizzled Chicken

Chieftain
Joined
Nov 18, 2007
Messages
61
I'm a big fan of both series, and I think it might be kinda neat for a Halo mod in this.

*puts up anticipatory flame shield*
 
Why not, if you can make it interesting

I have no idea about how the Halo mythos works but more mods is always good
 
Sorry, but Halo Wars is good enough for me. But then sgain, seeing how Ensemble is gone, and we'll never get a sequel for it... go for it. I'd play it.
 
I don't have much modding skill though. >_>

I could be like... Someone who gives the ideas and all, and a tester, but as far as coding and all that goes I'm in way, WAY over my head. I'd need some people with a lot more skill than me to help so I can ride on their coattails. >_>
 
Not to be a pessimist but I doubt you'll find people willing to jump on your idea and run with it. There are just exponentially more ideas than there are implementers. You'd probably have the best luck with the project if you take some time and learn to code and get some groundwork laid out so people can see you're serious about your project.

That's what I plan to do for my mod idea, anyway.
 
Here's what I have so far:

HTML:
I.	Humans:
	A.	Infantry:
		1.	Militia
			a)	Low production cost
		                Low offense
		                Low defense
		                Cannot attack cities (Support role)
			b)	Promotions: Ambush, etc.
		2.	Army Troopers 
			a)	Medium offense
		                Medium defense
		                Defensive bonus on flat terrain
		                Defensive bonus garrisoned in cities
		                Can attack cities
			b)	Promotions: Private: Assault Rifle -> Corporal: DMR -> Sergeant: Shotgun
		                OR Private: Assault Rifle -> Corporal: DMR -> Sniper: Sniper Rifle
		3.	Marines
			a)	Medium offense
		                Medium defense
		                Offensive bonus on rough terrain
		                Offensive bonus against cities
		                Can attack cities
			b)	Promotions: Private: Assault Rifle -> Corporal: DMR -> Sergeant: Rocket Launcher
		                OR Private: Assault Rifle -> Corporal: DMR -> Sniper: Sniper Rifle
		4.	ODSTs
			a)	High production cost
		                High offense
		                Low defense
		                Offensive bonus against Grunts and Jackals
		                Can attack cities
		                Paratrooper
			b)	Promotions: Private: DMR -> Corporal: Shotgun -> Sergeant: Rocket Launcher
		                OR Private: Assault Rifle -> Corporal: DMR -> Sniper: Sniper Rifle
		5.	Spartan II’s
			a)	National unit, only 3 allowed
		                Have shielding, increased defense (MJOLNIR Armor)
		                High offense
		                High defense
		                Can attack cities
		                DMR gives city attack bonus
		                Sniper Rifle allows ranged attacks
		                Shotgun gives attack bonus against Infantry
		                Rocket Launcher gives attack bonus against Vehicles
				Fights at full strength even when injured (Determination)
			b)	Promotions: Soldier: DMR  <-> Sniper: Sniper Rifle <-> Assault: Shotgun <-> Heavy: Rocket Launcher
		6.	Spartan III&#8217;s
			a)	National unit, only 3 allowed
		                Can attack cities
		                Can see invisible units (VISR)
		                Infiltrator makes unit invisible to other units (SPI Armor)
		                Soldier gives Shielding, increased defense (MJOLNIR Armor)
				Fights at full strength even when injured
			b)	Promotions: Soldier: MJOLNIR <-> Infiltrator
		7.	Admiral
			a)	Great General
		                Provides offense and defense bonus for near units
		                Can nuke tiles (this consumes the unit)

II.	Covenant:
	A.	Infantry:
		1.	Grunts
			a)	Boost when in a tile near Elites (Leadership)
		                Decrease in defense and offense near Brutes (Intimidation)
		                Low offense
		                Low Defense
		                Low Production costs
		                Cannot attack cities (Support Role)
		                Specialist has an attack boost on vehicles
		                Heavy has an attack boost on infantry
			b)	Promotions: Minor: Plasma Pistol -> upgrade to Major: Needler -> Upgrade to Specialist: Plasma Launcher OR Upgrade to Heavy: Fuel Rod Cannon
		2.	Jackals
			a)	 Cannot attack cities (Support Role)
		                 Minor and Major are Shielded, gives defense boost (Hand Shield)
		                 Snipers and Heroes have a defense bonus in forests and jungles
		                 High offense
		                 Low defense
		                 Heroes can range attack (Sniper)
			b)	Promotions: Minor: Plasma Pistol -> upgrades to Major: Needler OR Sniper: Needle Rifle
		                Sniper upgrades to Hero: Focus Rifle
		3.	Elites 
			a)	Boost when in a tile near Elites (Morale)
				Boost to Grunts in near tiles (Leadership)
				Decrease in offense and defense when nearby Brute units (Rivalry)
		                Can attack cities
               			Are Shielded, gives defense boost (Energy Shielding)
			b)	Promotions: Minor Domo: Plasma Rifle -> upgrades to Major Domo: Needle Rifle -> upgrades to Ultra: Concussion Rifle -> Upgrades to Zealot: Energy Sword OR General: Fuel Rod Cannon
		4.	Special Ops
			a)	Have cloaking, invisible to units (Active Camo)
		                Can see other cloaked units (VISR)
		                Cannot attack cities (Support Role)
           			National Unit: Only 3 allowed
			b)	Promotions: None
		5.	Brutes
			a)	Boost when in a tile near Brutes (Pack Hunters)
		                Can see cloaked units (Keen Sense of Smell)
		                High defense
		                High offense
		                Decrease in offense and defense when near Elites (Rivalry)
		                Chieftains and War Chieftains have Shielding, increased defense (Energy Shielding)
		                Can attack cities
			b)	Promotions: Minor: Spiker -> Upgrades to Captain: Brute Shot -> Upgrades to Chieftain: Gravity Hammer OR War Chieftain: Plasma Launcher
		6.	Hunters
			a)	National Unit: Only 2 allowed
		                Cannot attack cities (Support Role)
			b)	Promotions: Ambush, Medic, etc.
		7.	Drones
			a)	Low offense
		                Low defense
		                Cannot attack cities (Support Role)
			b)	Promotions: Minor: Plasma Pistol -> upgrades to Major: Needler
		8.	Skirmishers
		9.	Engineers
		10.	Arbiter
			a)	Great General
		                Provides offense and defense bonus for near units
		                Can glass tiles (this consumes the unit)
 
I'm afraid I don't see it working, for these reasons.

1) The technology tree would either have to be condensed to something approaching a regular RTS, or you'd need to rack your brain to keep it extensive.

2) I can think of only three potential civilizations: Earth, The Covenant, and the Flood.

4) Halo happens mostly in space, and deals mainly with war, not civilization building.

3) Given the above, I can't see the setting working in Civ5. It would work fine in your run-of-the-mill RTS, with C&C or Starcraft for example.

To make a total conversion mod, you need a good setting with the kind of scale the Civ5 operates on. You can borrow an existing setting from fantasy fiction: Lord of the Rings pops to mind. You could also use Fantasy tropes and conventions to make your own world, which takes a lot of research AND thinking. One of the best examples of this is the Civ4 mod "Fall From Heaven". The key is to have a setting that is fully realised, with many potential civilisations, and a tech tree that can be extensive.
 
I don't have much modding skill though. >_>

I could be like... Someone who gives the ideas and all, and a tester, but as far as coding and all that goes I'm in way, WAY over my head. I'd need some people with a lot more skill than me to help so I can ride on their coattails. >_>

There are a hundred of those 'someones' for every person actually willing to do the mod work. Mod projects just don't work when designers aren't also the main coders.
 
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