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this mod is worth the effort, its a real war.
MCC recently had an update that enforced mods to accept a new `MaxAppVersion` in the `ModInfo.json` file. You can fix the mod for now by going to the mod info file ({STEAM_LIBRARY}/steamapps/workshop/content/976730/[ModNumber]/ModInfo.json) and changing MaxAppVersion.Minor from what it is now to 3272.
Your MaxAppVersion should now look like this:
"MaxAppVersion": {
"Major": 1,
"Minor": 3272,
"Patch": 0
},
WordPad will open .json files. Once you save it, open MCC and the mod should be available.
I wanted to ask about the SMG and BR, and what sounds they use? I think I have currently got the sound file from Mythic Overhaul installed for Reach which I assume is the reason the guns have no sounds. Do they use vanilla sounds or is there a specific other sound file I need to download for these?
Thanks!
I thought I had the scarab respawn should it even despawn, but I will take a look for the next update to see what I can do about that. Possibly I will have it despawn and respawn each round to ensure it's there. For this instance were there normal rounds after the bonus round?
As for custom assets, it is quite funny you bring this up. The next mod I am currently working I've decide to dabble in custom assets. I have some new weapons and vehicles present... However, I'm struggling to get new enemies. I do not plan on updating it with customs assets for the moment. If anyone has some tags for ODST drop pods, I would love to implement them into my maps, however, I do not know any creators who have those publicly available.
The AA gun actually seems fairly weak and can be taken out by the machine guns on the sides of the falcons, after 2 or 3 falcon runs the AA gun blew up and never seemed to respawn.
Also noticed that at the end of the set you get the bonus wave, which kills all enemy units at the end of the wave, this seems to include the scarab, which is then absent from any future rounds.
Wasn't sure if it is possible to make the scarab immune to that or potentially script a new one to drop in every couple rounds or something.
In terms of suggestions I'd love to see some more custom assets (maybe using some of the Halo Wars tags like the vulture that is on the nexus) and some additional random scripting, like having ODST pods and Halo 2 style elite drop pods drop in every so often.
The scarab in that level is destructible technically. The issue (which I did on purpose) is that it's so close to out of bounds that you'd likely never be able to destroy it before the 10 second timer kills you. However, I have plans for that scarab and the BFG in other maps I'm working on. I need this map first to ensure it works as intended, which it seems to work very well. With that note I'll be moving forward and adding scarabs to future maps!
Here are some pros and cons
Pros:
- Scarab adds a pleasant scenery
- Marines and ODSTs are strategically placed in certain areas
- While it emphasizes on playing as the covenant, playing as the UNSC is also a guaranteed fun
- Overall feels like an actual battle is happening
Cons:
- Playing on easy setting (Legendary) suddenly made all the UNSC units a bullet sponge and even immune to explosives to some degree. I had to spam grenades and die just to destroy the gauss hog. I can understand making the scorpion really strong against damage but for the gauss hog, it's too much IMO.
I think that's it. Overall it's a great mod and I played it for hours because of how fun it is. Some suggestions maybe someday add a destructible scarab if you would so it could be a proper firefight if we want to play as UNSC or as Covenant.
But seriously, thank you for your feedback. It stuff like this that helps me plan on what I should make next (or if I should give up modding entirely lol)
On the bridge near the waterfall, there is a Covenant bulwark thing (IDK the exact name). The Covenant AI do not know how to walk around it and get stuck, endlessly walking into the bulwark until they die. The Wraith that spawns also cannot get through and creates a traffic jam until it is either destroyed by the Gauss hog or by a Marine.
Other than that, amazing mod! But man, I HATE the Falcon air support lol. (I love the idea of it being in firefight, but I hate it with a burning passion when I'm trying to advance as an Elite)
I will be taking a look at the turrets to see if I've missed some code to clean them up. I will take a look at the Spartans and see if a little more variety can be added. There was some issues in the beginning (as the Spartans are custom ones and not the game's default), but I may be able to work around it to provide more variety. Thanks for the idea!
Only issues I did encounter was a couple of the auto turrets seemed to spawn each wave even if the previous one hadn't been destroyed, which resulted in having multiple versions clipped into one another.
Others have mentioned the spartans, personally I'd love to see some more weapon variety among them, potentially using the probability options to have them have a chance to spawn with different guns each time they respawn.