Halo Mod!!!!!!!!!!!!!!

i think they were called something like Moderators or Caretakers , or you could also call them 'Halo'
 
Guys, no ofence, but a Halo Mod? That's rediculous, a Halo civ? Or what? And if there is going to be a 'Halo Mod', are you going to use one of the levels? Besides, how will this mod work?
 
Originally posted by sebsage
Guys, no ofence, but a Halo Mod? That's rediculous, a Halo civ? Or what? And if there is going to be a 'Halo Mod', are you going to use one of the levels? Besides, how will this mod work?

well i must say that something like that came to my mind too , and i agree that halo has too little stuff (3-4 races with 6-8 units each) to make a own mod , maybe you can make them a civilization for other SCI-FI Mods
 
Or perhaps just a scenario?

Regicide would work well, you could have a static king unit for the covenant, a base to be destroyed or something, whilst the humans would have master cheif, a brilliant combat unit
 
My thought was a Scenario, never a real mod, cus there are just too little stuff. And I did PM Sir John about that.

With the Halo 2 vehicles etc, it will be a lot more stuff though.


And the map could either be the Halo or Earth, which seems to be the setting for Halo 2.
 
Hmm, sounds good. Though for games, you tend to be left with a limited selection of units.
I know there is few units, but with Halo 2 coming there will be more.. But there will still be few.. The only way I have found to solve that problem is by making new units based on the cultural look of each of the races... even though many of the units in mod wont be in the game, the thing is that they are at least supposed to look as they could have been in the game... Im getting a lot of progress when it comes making the tech tree and the units and buildings and stuff.. a lots of graphics has to be changed and there will be new resources and maby some new terrain if we manage to do that..
i think they were called something like Moderators or Caretakers , or you could also call them 'Halo'
The robots is probably gonna be moderaters or caretakers (great idea)..
Guys, no ofence, but a Halo Mod? That's rediculous, a Halo civ? Or what? And if there is going to be a 'Halo Mod', are you going to use one of the levels? Besides, how will this mod work?
None of the levels will be used as a map. There will be a map that is very wide but not so high and without the polar caps, so it will look as a draft from Halo.. I have requested somone to help me with the map since there are supposed to be less then 60% water and the world isnt going to surounded by water... That is a little hard to do when its supposed to be balanced..

The races will be:
Humans
The Covenants
The Caretakers (99% sure)
The flood (they will be barbarians)

There will probably be some people that thinks that three playable civs is a to few so there is a chanse that the Covenants is split into three civs..

Or perhaps just a scenario?

I want it to be a mod since in a scenario you would have to use old techs and it wouldnt be that fun.. I want to catch as many aspects of Halo as possible and you cant to that in a scenario...

Its a hard task to make this mod, but when its finished I think it will be a very good one.

The ones currently working on the mod:
Civanator -graphics
Grey Fox -units
Fëanor -sound
 
Originally posted by Sir John
I want it to be a mod since in a scenario you would have to use old techs and it wouldnt be that fun.. I want to catch as many aspects of Halo as possible and you cant to that in a scenario...
A Scenario is just like a mod, just that UNITS are placed on the map, cities are placed on a map.

So you can still have it as a mod, with a whole new Tech Tree, every unit new (doesn't have to be as many as in civ3), new civs etc...
 
Ok then.. But if there is so little difernce between a mod a scenarion why bother having to different names..

Im havent decide wether to put citys and units on the map, though I probably will to make it a little more realistic...
 
Originally posted by Sir John
Ok then.. But if there is so little difernce between a mod a scenarion why bother having to different names..
The difference isn't so small...

A mod is a mod, and a scenario is a scenario. They are what they mean.

Mod is short for Modification, which means a mod is a Modification of Civ3 (or which game you are modifying).

So a Scenario is a Map with units, cities, maybe a story, and a Goal. A Scenario doesn't require a modification, but in this case it will.
 
I've been thinking some about the Units and what possible stats they could have in comparision with each other. Now this is just an initial thought and will require additional discussion and designing, and finally some balancing before we can come to a perfect solution. But anyways, here I go...
__________________________________________________

The Humans (The UEG, United Earth G????? :confused: )
__________________________________________________
The M808B Scorpion MBT
theScorpion.jpg


The Scorpion Main Battle Tank is primarily an anti-vehicle weapons platform, but it also has very high anti-infantry capabilities. It's ceramic-titanium armor makes it nearly invulnerable to small arms fire, but it's deep dead-zone, or the area within which fire from the tank's guns cannot hit targets, puts it at risk from enemy anti-tank infantry. Up to four soldiers may ride on (and fire from) the Scorpion's track pods. Riding on a tank is always hazardous and should be done only when the advantages outweigh the risks.

Suggested Stats:

Attack: 18
Defense: 8
Movement: 2

Bombard Str: 24
Bombard Rng: 1
Rate of Fire: 1

Flags
- Blitz
- Wheeled (So it can't move on Mountains and Jungle without roads)
- Ranged Attack Animation
__________________________________________________
The M12 LRV Warthog
theWarthog.jpg


The M12 light reconnaissance vehicle, or Warthog is the standard vehicle of the UEG armed forces. It is fast and maneuverable, but prone to rollovers during hard cornering. A three-barreled machine-gun is mounted in the rear of the vehicle. Armed passengers significantly increase the unit's anit-infantry capacity.

Attack: 14
Defense: 6
Movement: 3

Bombard Str: 0
Bombard Rng: 0
Rate of Fire: 0

Flags
- Ranged Attack Animation
- Foot Unit (So it can be transported by the Pelican)
__________________________________________________
The Jungle Warthog
jungle_warthog.jpg


Attack: 14
Defense: 6
Movement: 3

Bombard Str: 0
Bombard Rng: 0
Rate of Fire: 0

Flags
- Ranged Attack Animation
- Foot Unit (So it can be transported by the Pelican)

Extra
Ignore Movement Cost on: Jungle and Forest (maybe just jungle?).
__________________________________________________
The Snow Warthog
snow_warthog.jpg


Attack: 14
Defense: 6
Movement: 3

Bombard Str: 0
Bombard Rng: 0
Rate of Fire: 0

Flags
- Ranged Attack Animation
- Foot Unit (So it can be transported by the Pelican)

Extra
Ignore Movement Cost on: Tundra (Mountains too?).
__________________________________________________
The Troop Transport Warthog
troop_warthog.jpg


I wonder what we should do with this unit... I don't think the AI would grasp the concept of Land Transports, so having this unit as a Troop Transporter would probably not be so good...

So maybe we should have it as a Defensive unit instead??

In that case, maybe:
Attack: 8
Defense: 16 (or maybe just more HP?)
Movement: 3

Bombard Str: 0
Bombard Rng: 0
Rate of Fire: 0

Flags
- Ranged Attack Animation
- Foot Unit (So it can be transported by the Pelican)
__________________________________________________
The ATV
atv.jpg


Not sure how to use this 4 Wheeler either...

Attack: ??
Defense: ??
Movement: 3 (or even faster?)

Bombard Str: 0
Bombard Rng: 0
Rate of Fire: 0

Flags
- Ranged Attack Animation
- Foot Unit (So it can be transported by the Pelican)

Extra
Ignore Movement Cost on: (anything?)
__________________________________________________
Pelican DropShip
pelican.jpg

Standard Marine Dropship. Used to transport marines from ground base's to the front lines of any battle. Carries average of 8 to 10 Marines and optional Warthog. Warthogs carried by gravity locks behind passenger exit ramp.

Attack: 0
Defense: 1
Transport: 1
Operation Rng: 10 (Or something... this really needs playtesting)

Flags
- Immobile
- Transport Only Foot Units
__________________________________________________
The Master Chief
MasterChief.jpg


All that remains of a classified military project to build a series of genetically enhanced super-soldiers. He wields the MJOLNIR battle suit, the current pinnacle of military enhancement equipment. A product of the SPARTAN-II project where he was bio-engineered and technologically enhanced for better reflexes, eyesight, and coordination: the addition of the MJOLNIR armor makes him nearly invincible.

The battle suit utilizes a neural interface implanted in the brain. The armor's movements and weapons are controlled at the speed of thought. The battle suit also contains a layer of crystal that forms a network capable of supporting starship-grade AI so one can overpower alien computer systems if necessary. The suit's shell is comprised of many layers of strong alloy, and a refractive coating to disperse energy weapon hits. Internally, the suit regulates temperature and can reactively change in density as nessecary.


Attack: 16 (Or more/less?)
Defense: 16 (Or more/less?)
Movement: 1

Bombard Str: 0
Bombard Rng: 0
Rate of Fire: 0

Flags
- Ranged Attack Animation
- Foot Unit
- King (So if you loose it, you will loose the game (As I think we should have Regicide on as a Victory Condition))

Extra
Should have +1 Hp or something...
__________________________________________________
The Marines
theMarines.jpg


A rugged and diverse assortment of soldiers, the Marines on the Pillar of Autumn are fighting a losing battle against the Covenant's superior weaponry and numbers. Under the leadership of Captain Keyes they continue to wage a furious struggle against the Covenant, even as their numbers dwindle. They're the best of the best-but they're only human.[/I]

Attack: 8
Defense: 12
Movement: 1

Bombard Str: 0
Bombard Rng: 0
Rate of Fire: 0

Flags
- Ranged Attack Animation
- Foot Unit
__________________________________________________
Consider: These Stats need a lot more thought, and discussion. This is just a simple guideline example on how it could work.

But what I would want is to force the player to build a diversity of units, not just the Tank. (The above stats may not do that...)

As you might have noticed, many things I listed requires PTW, and I think we can only do this Mod/Scenario rightfully with Play the world. It's relative search path and new functions in the Editor is just a must.


More Human and many Covenant examples coming tomorrow!
 
very nice , but how can we make a pelican carry 10 marines but only 1 warthog? and the troop transport could be flagged as Exploration unit , the ai wont still use it as transport but does that really matter? (i never seen ai use carriers or nuclear subs either....)
 
Originally posted by Fëanor
very nice , but how can we make a pelican carry 10 marines but only 1 warthog? and the troop transport could be flagged as Exploration unit , the ai wont still use it as transport but does that really matter? (i never seen ai use carriers or nuclear subs either....)
No it won't carry 10 marines, that was just facts from the Game world. It will work as a Helicopter in Civ3, it will be able to carry 1 unit (this could be changed), a marine unit or a warthog unit.
 
Part 1 of 2
This is great ideas, but afcourse they will need some balancing..
I have though of many things like this, evrything from changing the buildings to wonders to units...

The humans arent very diffivult to come up with new units for since... well, they are humans...

The Covenants are some what difficulter but since they have very special culture marks, there are not very big problems with creating a units that isnt in the game but that still looks like a covenant creature...
I have theese units currently for the Covenants:
The small yellow guys, probaly their basic defensive units (maby they should be able to be offensive also)
The small red guys are about the same as the yeallow ones, only better...
The shield troops will probably be a replacment for the spearman
The big blue,yellow and red guys will be their second strongest attack units...
Their ultimate attack unit will be the Hunters..

The Caretakers will be the biggest problem since they have 1 unit.
We will have to come up with units that looks like they could be caretaker units.. the only unit they have is the flying robot that shoots red laser... I have thought of this a defensive unit... There will probably be some upgrades of that unit and I came up with a idea about using a "nano-virus" as their ultimate attack units ince they are robots..

Regicide is a good idea but I wont it to be usable with civ3 also not only PTW; and there are no regicide in normal civ3... =(

Since each of the races are so different, most of the units will be uu's...
The Covenants have one unit that i want to be avalible to all humans also.. the ghost.

I think the scorpion shouldnt be wheel as its an all-terrain viechale.. as you see in the game its very moveable...
I also think that the Pelican should be mobile so it could be used for exploration as well...
The troop transport warthog could be a "offensive explorer"; a explorer unit wich is capable of attacing and defending it self because of the marines its carries (the marines could jump out and start shooting as an attack...)
The ATV could be the proceedor for the different warthogs...
like this:

Snow driving tech?: units: snow warthog
/
/
Some tech: ------ Jungle driving tech?: units: jungle warthog
Units:ATV
\
\
Offensive exploring tech?: units: Troop transports warthog

After those three are resarched, the normal warthog could be avalible as a warthog wich have a better attack and defense value...

I have seen a lots on what to name the eras..
The best suggestion i have for the moment is currently this
Ancient: Halo arrival
Middle ages: The Covenants
industrial era: The flood ( I have though of not to release the flood untill here...)
Modern era: Halos end (or halos death halos destruction etc. etc..)

I have theese suggestions too:
Ancient: Just after the crash, human arrival on halo, the discovery of halo
Middle ages: What is halo, getting to know halo, combat era, fighting the covenants
Industrial: discovering halos secret, betrayals, fighting both sides
Modern era: The last era, the last time, Halo is going down, halos secret is discovered...
 
part 2 of 2
As for the human marines I have thought of upgrading th units to "new" units by making them go up the military grades like this:
Privat Marine - Captain Marine - Commanding Marine - Marine Officer.. The marines will ofcourse be better after they upgrade (I dont mean this as an combat upgradiation, but by researching youll be able to build better units). This means that they wont ned so very much graphic change from unit to unit here (some ofcourse) and this is just an idea to answer the Covenant's upgradiation
 
Here is a list of techs\buildings\wonders I im thinking about changing names\graphics for:

Granary: Food storage
Aqueduct: water factory
Hospital: Bio engineering center
Harbour: Docking bay
Wall: Shield wall (a blue force field)
fortress: The manned sentry gun that the covenants uses
airport: Air Base
Missile defense system: Missilie laser system
Settler Colonizer ship
Worker: Constructor robot
The Pyramids: Food Distribution Plant
Military acadmey: Combat training center
The great lighthouse: Naval Command Center
Great Epic: Military History Book??
Library: Computer Database system
University: Higher Education Resort??
Bank: Bank (cant ind anything that sound ok to change it to)
The great library: The biggest databse system????????

I have wondered a lot on the naval units (this subject is kin of hard since there are no naval units in the game)
here are what ive come up with so far:
Humans: Transport (the one from normal civ)
Caretakers: Mechanized transport?
Covenants: Some alien creature from their homeplanet???

All of this and the last two messages are just ideas, nothing of this is 100% sure yet...
 
Who should be the leader for the humans??
Captain keys or The Master Chief???
Should Cortana be a unit or a tech??
 
Originally posted by Sir John

I have theese units currently for the Covenants:
The small yellow guys, probaly their basic defensive units (maby they should be able to be offensive also)
The small red guys are about the same as the yeallow ones, only better...
The shield troops will probably be a replacment for the spearman
The big blue,yellow and red guys will be their second strongest attack units...
Their ultimate attack unit will be the Hunters..

Here's the Covenant units:

The Grunt
grunt.jpg


Approximately 5' tall and relatively weak, Grunts tend to travel in packs and stick close to more powerful allies. Individually they are easy to defeat, but in groups they can overwhelm careless Marines. Their armor seems to house some sort of life-support mechanism. They are known to use a variety of weapons including the plasma pistol, and plasma rifle.

The Jackals
jackal.jpg


With superior senses of sight, hearing and smell, Jackals serve as scouts and assassins for the Covenant forces. They use plasma pistols and carry a strong energy shield to compensate for their physical weakness: a well-positioned Jackal can hold his own against several Marines, though grenades are effective against them. They stand approximately 5'8" tall.

The Elites
elite.jpg


There are a few varieties of the Elite, but all are roughly 8'6" tall and incredibly strong. Their strength allows them to rely on brute force when necessary, but they're quite capable of brilliant battlefield tactics as well. Their natural resilience is augmented with a full-body energy shielding which recharges when depleted. They wield plasma pistols, plasma rifles, or needlers.

The colors are Blue, Red, Black, Yellow I think.. and in that order.


Hunters
Hunters stand 12' tall, though in their combat state they contract to approximately eight feet. Hunters fight with a fuel rod gun integrated directly into their armor. They carry an enormous and nearly-impervious metal shield made of an unkown alloy, which they sometimes use as a melee weapon.

The Ghost
ghost.jpg


The Ghost is the Covenant's standard reconnaissance and rapid attack vehicle. It is equipped with two of what are now accepted as the standard light vehicle mounted weapons: a directed energy weapon capable of projecting a bolt of super-heated plasma in the 100-250kW range. While the vehicle is fast and maneuverable, the driver is virtually unprotected.

The Banshee
banshee.jpg


The Banshee is the Covenant's standard ground assault aircraft. It is very fast, extremely maneuverable and capable of hovering. It has two weapon pods mounted to either side of the fuselage. Both of these pods contain a light plasma cannon and a fuel rod cannon. Though small arms fire may disrupt or disable the pilot, only heavy weapons are capable of inflicting damage or destroying the vehicle.

Covenant Mortor Tank

mortortank.jpg

Standard Covenant Mortor Tank fires heavy plasma projectiles at an arch for greater distance and maximum damage upon impact. Lacks any kind of close combat weapons, they revert to dodging around areas to get to a better firing ground.


The Caretakers will be the biggest problem since they have 1 unit.
We will have to come up with units that looks like they could be caretaker units.. the only unit they have is the flying robot that shoots red laser... I have thought of this a defensive unit... There will probably be some upgrades of that unit and I came up with a idea about using a "nano-virus" as their ultimate attack units ince they are robots..
]
I don't know, they could have 2 units, their leader and those normal laser shooting robots. Although they could advance once per era, but look the same...

Regicide is a good idea but I wont it to be usable with civ3 also not only PTW; and there are no regicide in normal civ3... =(
I don't think this mod can be the same on Vanilla Civ3 as on PTW... for example, the snow and jungle warthogs can't get the Ignored movement points on some terrains as they can in PTW.
In Civ3 you have to replace the graphics and text files if you want to change something that is already there. You don't have to do this in PTW.
And you can't play the scenario in Multiplayer in Civ3...

Since each of the races are so different, most of the units will be uu's...
The Covenants have one unit that i want to be avalible to all humans also.. the ghost.
I don't know about that... the humans won't build the Ghosts themselves, just capture them in some battles, and I think we should leave it to that. The humans won't form Regiments of "Ghost-Riders" as they won't be able to capture that amount of the Ghosts anyhow...

I think the scorpion shouldnt be wheel as its an all-terrain viechale.. as you see in the game its very moveable...
Yes I agree, but I want the tanks to have some drawbacks...

I also think that the Pelican should be mobile so it could be used for exploration as well...
You could always give them the "Recon" ability, because if you made it a land unit, it won't be used as a Unit transporter by the AI, as it's not programmed to use such units, but it's programmed to use Helicopter units. (Don't happen so often in the game, what I know though...)

The troop transport warthog could be a "offensive explorer"; a explorer unit wich is capable of attacing and defending it self because of the marines its carries (the marines could jump out and start shooting as an attack...)
Yeah that's an alternative...


As for the human marines I have thought of upgrading th units to "new" units by making them go up the military grades like this:
Privat Marine - Captain Marine - Commanding Marine - Marine Officer.. The marines will ofcourse be better after they upgrade (I dont mean this as an combat upgradiation, but by researching youll be able to build better units). This means that they wont ned so very much graphic change from unit to unit here (some ofcourse) and this is just an idea to answer the Covenant's upgradiation
I don't like those names... I consider a unit a Regiment of men, 1000 Marines or something... and having a Regiment of Captains sounds kind of... strange...
 
Originally posted by Sir John
fortress: The manned sentry gun that the covenants uses
The Pyramids: Food Distribution Plant
The great lighthouse: Naval Command Center

The great library: The biggest databse system????????
You don't have to use variations on the old Wonders... come up with new ones, variations on some of them, and scrap some of them.

I don't really like the fortress idea, why would the Human workers build those?

I have wondered a lot on the naval units (this subject is kin of hard since there are no naval units in the game)
here are what ive come up with so far:
Humans: Transport (the one from normal civ)
Caretakers: Mechanized transport?
Covenants: Some alien creature from their homeplanet???
Do they need Naval units when they got air/space transporters and air/spaceships?
 
Here's Halo's storyline btw:

STORYLINE
The year is 2552. Planet Earth still exists, but overpopulation has forced many of her former residents to colonize other worlds. Faster-than-light travel is now a reality, and Earth's unified government, through the United Nations Space Command, has put its full weight behind the colonization effort; millions of humans now live on habitable planets in other solar systems. A keystone of humanity's colonization efforts is the planet Reach, an interstellar naval yard that builds colony ships for civilians and warships for the UNSC"s armed forces. Coveniently close to Earth, Reach is also a hub of scientific and military activity.

Thirty-two years ago, contact with the outer colony Harvest was lost. A battlegroup was sent to investigate and was almost completely destroye; only one badly damaged ship returned to Reach. Its crew told of a seemingly unstoppable alien warship that had effortlessly annihilated their forces.

This was humankind's first encounter with a group of aliens they eventually came to know as the Covenant, a collective of alien races united in their fanatical religious devotion. Covenant religious elders declared humanity an affront to the gods and the Covenant warrior caste waged a holy war upon humanity with gruesome diligence.

After a series of crushing defeats and obliterated colonies, UNSC Admiral Preston Cole established the Cole Protocol; no vessel may inadvertently lead the Covenant to Earth. When forced to withdraw ships must avoid Earth-bound vectors--even if that means jumping without proper navigational calculations. Vessels in danger of capture must self-destruct.

On Reach, a secret military project to create cyborg super-soldiers takes on newfound importance. The soldiers of the SPARTAN-II project rack up an impressive record against the Covenant in test deployments, but there are too few of them to turn the tide of the war.

Existing SPARTAN-II soldiers are recalled to Reach for further augmentation. The plan: board a Covenant vessel with the improved SPARTAN-IIs and learn the location of the Covenant home world. Two days before the mission begins, Covenant forces strike Reach and annihilate the colony. The Covenant are now on Earth's doorstep. One ship, the Pillar of Autumn, escapes with the last SPARTAN-II and makes a blind jump into deep space hoping to lead the Covenant away from Earth.

Shot down and marooned on the ancient ring-world Halo, the Master Chief and the last of the Marine forces fight for humanity against an alien onslaught as they uncover the mysteries of Halo
 
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