A collection of developer journals for the Battlefleet Gothic mod for Sins of a Solar Empire.
Bringing the Warhammer 40k universe to Sins
Published on December 8, 2008 By xthetenth In Sins Modding

The Battlefleet Gothic mod is now compatible with Entrenchment 1.041 as of 1/17/10, and has a new version (1.30) out as of 1/17/10


This mod contains the Imperial navy in a fully modelled state, and Chaos, the Tau and the Orks in a proxied state.

 

BE WARNED: THIS MOD IS STILL RATHER BETA AND IS MISSING MANY FEATURES, INCLUDING:

-A research tree (unlocks, colonization, fleet supply, cap ship crews and long range jumps are quite literally all that's there (well, there's a missile tech, but it doesn't do much, and you WILL be able to get late game ships early)

-GUI elements. some 2D icons aren't done yet, and the ones we have are a bit odd. They will be fixed eventually.

Things that we know about (IE we know about it and it's odd, but it's either a design decision which will be explained or something not implemented):

-Counter description text. It's wildly off and somewhat arbitrary, but the ship descriptions are pretty good and should give the player a decent idea of what to expect, and I'll write more on them on our forum (link here).

-Shield Mitigation. It's gone, but it says it's at 15%. Trust me, it's gone.

-The Emperor Battleship. As a compromise on its heavy dorsal armament that can be fired to either broadside, we made it have the strength of the dorsals and a broadside point forward, and slightly stronger broadsides. We think it works pretty well, but please tell us what you think.

-Chaos ships and tau ships in the Additional Races Compendium are odd. The chaos prow weapons are locked to fire left, so they can broadside well to one side without turning into brawlers and tau weapons are locked forwards so they can concentrate fire, but they lost their ability to fire at half strenth to the sides because multi-arc weapons are impossible in sins as far as I know.

-No stock sins races. GW wouldn't let us include them, and they have a very different gameplay mechanic anyway, and need a very different setup for damage types, much to my chagrin, seeing as I want to know how it'd end up .

 

Okay, now that that's out of the way, we can get to the fun stuff. The ships are working great. If you know the tabletop game you'll know the key things that I need to tell everybody else so they understand the game.

-Ships turn and fire SLOWLY. You need to think ahead, and you can fit in a lot of micro if you know what you're doing. This is intentional.

-Shields recharge VERY VERY VERY VERY FAST. This is a legacy of it being a tabletop game where focusing fire is a big achievement. Shields will fully recharge in the time it takes for you to fire a second salvo of your weapons. Firepower supremacy is big here, and so is using your weapons to their utmost. However, hulls repair rather slowly, so protect them.

-Ships will go up like popcorn, even caps if your fleets get big enough. A fully experienced cap has quite a bit of damage absorbing ability, but it isn't even close to invincible. They're about twice as valuable as a cruiser, and if you're careful, can absorb 3 times as much damage easily. It's a great bargain, but they will die, don't get attached to them.

-Oh right, cruisers. There are cruisers in this game, and frigates are now fragile scouts and flankers. Frigates are cheap, expendable, and surprisingly dangerous in numbers. Cruisers are a lot bigger, much tougher, and carry a good bit more firepower, but a really big price tag. Battleships come in on top, and are really durable, and host a lot of long ranged firepower.

-The weapons are different too. Weapons batteries and Lances are your basic weapons. Lances are focused beams of energy that do best against escorts (accuracy) and armored ships (penetration power, but with just the imperials that isn't that big an issue). Weapons batteries are massed guns that do best against battleships because they can actually be expected to hit a lot. They aren't that different, and the range and strength of the guns means more than their type. Torpedoes are great. They punch through shields 100% of the time, but tend to drop off against bigger targets, which boast the point defense turrets to shoot most of them down. They make great escort killers, and are your best weapon in smaller fights.

-Attack Craft (fighters and bombers) are also very different, they come in squadrons abstracted to one ship, and are much more fragile. They're also much more dangerous. They, like torpedoes pierce shields and can do a lot of damage, especially against smaller ships (including cruisers, battleships are nasty to them though). However, every ship has turrets that can kill them, but if they stagger their waves, they can hit home very hard. They also replenish quite fast until their parent ship runs out of antimatter, so they're really quite good. Fighters are quite capable at interception duties, if you have more fighters than the enemy, your bombers will be able to strike enemy ships while your ships are safe from enemies.

 

Please note!

-Planet capturing is quite different from in standard sins. The transport is your one stop shop for planetary warfare and colonization. They land troops instead of bombarding. The whole idea is a little bitcomplicated, and I encourage anybody who's interested to read the thread I'll post on our forum shortly. The short version is that you build transports, use their bombardment ability to pound your enemies into dust, and then return them to the munitorum depots (they have the advent antimatter recharger icon for now, shouldn't be hard to find on the screen) to refill. It should especially suit the Imperium's style of defend and counterattack.

 

Now that you know the basics of the game, you can download the mod here:

DOWNLOAD (7ZIP, 109 MB) (This should work properly but I've been having lots of problems with it, if not, please tell me so I can remove the link while I fix it. )

7zip or winrar both can open 7zip files, and both are available for free, and much smaller than 50 MB.

DOWNLOAD (ZIP, 162.63 MB)

And please visit our forum at Modcraft if you want to learn more about the mod and what to expect, volunteer or give detailed feedback:

OUR FORUM

 

Dev Journals: These guides will help you know what to expect in the future and understand the current state of the gameplay.

Dev Journal 1: Ships of the Imperium It explains all the imperial ships and their fleet's way of fighting. Should be useful.

Dev Journal 2: Fleet tactics of the Imperium It focuses on the use of the Imperial ships in a fleet. Definitely good food for thought, may apply more to tabletop than the mod, I need to test the theories some before I fully endorse them.

Gratuitous screenies:

Gothic class cruiser pummeling a dictator class cruiser

Gothic class cruisers pummeling a Dictator class cruiser with lances and torpedoes

 

Retribution class Battleship firing at an enemy cruiser

Retribution class battleship firing its prow lances and torpedoes at an enemy cruiser.

Finally, the trailer for the Imperium (thanks again, Thrawn!)

 


Comments (Page 10)
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on Dec 18, 2008

Nah, I WANTS DAUNTLESS! I honestly don't remember what the enforcer is.

on Dec 18, 2008

It's on a dautless frame, but carries attack craft. It has a prow lance battery.

on Dec 18, 2008

ah, that one. got the unofficial ship compendium, do ya?

on Dec 18, 2008

xthetenth
ah, that one. got the unofficial ship compendium, do ya?

2002 Annual, actually

on Dec 19, 2008

Ok, computer has been reformatted and kath( ) is busy with family, so im free to do what i want (finally ) so I can finally download your beta. Thanks for releasing it, ill test it straight away. 

on Dec 20, 2008

A Dauntless eh? If I am promised a cookie for completion, I may consider it.

I have now returned to my place of habitation, and given the amount of snow and ice outside, i won't be leaving for the foreseeable future, so give me work boys.

on Dec 20, 2008

Aww man, you get snow for christmas? No fair, all I get is bushfires and arid sun. On the plus side, its beach season!

on Dec 20, 2008

Yeah, new york city got a white christmas, which promptly became a sludgy gray christmas and finally a filthy brown sludgy christmas. Fun!

 

A Dauntless eh? If I am promised a cookie for completion, I may consider it.

I'll give you a controlling interest in chips ahoy if you get me a dauntless! Well, that or a cookie, I'm kind of spending a lot of my money on my black templars, so I may end up poor.

Speaking of getting things done, I'll try to get the planets and nova cannon done soon, but I make no promises till after christmas, I'm still stuck on my gleeful ff8 nostalgia binge (why is it that I hate jrpgs and love that game even though it's got the worst bits of the genre in spades?)

on Dec 21, 2008

See, you shouldn't have mentioned controlling interests in Chips Ahoy, as now you've raised my bar in what I expect. A single cookie will no longer suffice.

Also, due to a blizzard currently enveloping Vancouver, I can't actually get anywhere near the games store without freezing to death (-20 with wind chill right now), so referance materiel will be rather spartan.

Looks like your dauntless will have to wait

on Dec 22, 2008

well i'm on holidays now so i wont be puting any ships in. but last i heard from inert he was working on the light cruisers so it might be a waste if we get you to do it.

in other news i hit a lan party on the 20th and my mate who took me there got me an early christmas present of entrenchment so i duno what i'm gona do about testing. otherwise entrenchmen is totaly worth the moneys.

i'll be back home round the 30th sso new models should start coming back around then.

on Dec 23, 2008

Very nice. Are there any plans to include Eldar or the IN from Armada?

on Dec 25, 2008

yep we plan on including everything from the official books in some form (except for maby blackstones) and some of the unofficial stuff too also guys i'll be home by the 30th s i'll get working again then

on Dec 25, 2008

Any possibility that you could add simple textures to the IN ships that are up. I would love to get a better view of the model but the black silohuet kills it for me. Also, I would recomend re including the models for structures, construction craft, and colonizers since it won't kill apearence to much, and they may not change at all anyways.

on Dec 26, 2008

i'd love to put the old orbital structures and consruction craft and that stuff... but that could lead to a quick ceace and disist order from GW as we are not alowed to have any ip other than GW ip and things that fit into the GW ip

also puting textures on them is easier said than done as if we dont do it correctly it will just be a multicoloured mess and that wont help you anyway. we are currently working on some textures for the ships but they are having a few problems with the team colouring... i'm almost concidering abandoning team colours because the icons above them show prety plainly which team they are on. doing that would give us 3 ships with prety basic textures (the sword and the firetorm and the appocalypse Battleship)

on Dec 26, 2008



also puting textures on them is easier said than done as if we dont do it correctly it will just be a multicoloured mess and that wont help you anyway. we are currently working on some textures for the ships but they are having a few problems with the team colouring... i'm almost concidering abandoning team colours because the icons above them show prety plainly which team they are on. doing that would give us 3 ships with prety basic textures (the sword and the firetorm and the appocalypse Battleship)

 

Prezo, I agree. IMHO I think textures should be a primary concern. Given the choice,  I'd much rather wait on team colours.

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