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 11)
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on Dec 27, 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

 

Just keep in mind on this subject that I'm sitting on too few armor types to do the 6+ armored races (SMs and 'crons) so they won't show up till I get creative or a miracle happens (hopefully both).

 

Sorry I'm not around as much as I want to be/should be, the internet situation is really flaky here, I should be back to functional in two days.

on Dec 29, 2008

do you havw plans for eldar ships

 

on Dec 29, 2008

i ment have

on Dec 29, 2008

yep we are doing them as soon as X can figure out a good way to make em fun in game yet still fluffy and loyal to the rules. they are in the next batch of 3 after we finish tau and chaos, after we finish those 2 we will see what race out of orks marines and eldar is the most plausable to do imediatley

on Dec 30, 2008

yep we are doing them as soon as X can figure out a good way to make em fun in game yet still fluffy and loyal to the rules.

I thought the plan was I put them in according to the MMS fan rules and pray that they work (I know the official ones wouldn't work at all). I think that should work nicely and they'll still have their flavor, it'll just fit into the game better than the official tabletop rules, which are rules to an entirely different game .

after we finish those 2 we will see what race out of orks marines and eldar is the most plausable to do imediatley

orks eldar marines in that order, most likely, unless our most extravagant dreams come true, in which case it'd be eldar orks marines. The problem with marines is that I don't have the spare damage types to make 6+ armor, so it may require some ingenuity.

 

Still, the stuff that I need to do now is planets, nova cannon (almost entirely done, iirc) and armageddon pattern ships (that won't take long). Now that I'm actually somewhere where I can be productive, it shouldn't take that long to do.

 

on Dec 30, 2008

Tau?

on Dec 30, 2008

I thought that IN chaos tau was implicit. If not, add that before the other three, they're the first set, and almost assuredly in that order.

on Dec 31, 2008

any chance of seeing the 'nids? that would be cool, but i doubt it'd be simple (relativly speaking)

on Dec 31, 2008

xthetenth
I thought that IN chaos tau was implicit. If not, add that before the other three, they're the first set, and almost assuredly in that order.

 

I've been lurking here for a long time, and I have no idea how I missed that.

on Dec 31, 2008

any chance of seeing the 'nids? that would be cool, but i doubt it'd be simple (relativly speaking)

 

I'm afraid that relatively early in the mod (before we even got our own thread!) it was decided that since we can't actually having moving animations, the Tyranids would be an infeasible race to include.

 

I know, I'm as sad about it as you are.

 

Blessed be the Omnissiah!

on Dec 31, 2008

I'm afraid that relatively early in the mod (before we even got our own thread!) it was decided that since we can't actually having moving animations, the Tyranids would be an infeasible race to include.

yep, all those cool cc attacks would become bumper cars in space. The only way I can even see contemplating doing the nids is if we get a supremely talented effects artist, and even then it's colossaly unlikely because the coding would suck too. Synapse is eevil.

on Jan 01, 2009

lolz bumper car 'nids!

on Jan 01, 2009

i thought not.  ah well, you win a few and you lose a few

on Jan 02, 2009

i think realy you have won quite a lot as they are the only race not in the mod in some form. =P

on Jan 03, 2009

Well My question is Being not a hardcore fan of the 40K universe is how many ships do the marines have that are not just the IN ships to begin with I know that in Game they play IG and Marines like two seperate races but as far as I know they both usethe IN for Ship to ship fighting.

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