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 14)
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on Jan 11, 2009

thx that worked

 

i like the hull designs on the ships, cant wait for whatever comes next in this mod and once again thx for the help

 

on Jan 15, 2009

xthetenth
I'll try to get the planets and nova cannon done soon, but I make no promises till after christmas

 

Any updates on progress?

on Jan 16, 2009

damn, knew I'd get called on that.  Maybe, it depends on how much work I can get done this weekend (I've got a pair of road games this weekend so I'm losing a lot of time that way.

on Jan 16, 2009

The planets are a secondary concern. I'm more interested the Nova Cannon.

on Jan 19, 2009

Grrr... I can't just have an entire release comprised of the nova cannon. I'll try to work on the mod some when I've got my work done. Right now, I really want to do the nova cannon and something else. Mebbe I'll do the counterdesc text. That's been annoying for a while.

on Jan 21, 2009

Freakin' awesome! I am an avid player of BFG, Imperial Navy hard core.  My wife plays a mean Chaos fleet as does my brother. (though with all my wepons batteries I wish I had a few eldar to play against)  But yeah I am stoked about a BFG mod!  I am going to try it out, but have zero experience with loading and using mods, if it will even run with entrenchment.  Please tell me how to use this and for sure my friends and I will be using this, especially when their chaos fleet gets released! (Any chance of necrons ever emerging?)

 

on Jan 22, 2009

Somehow, your name (and fleet descriptions) sound amazingly familiar... were you on the specialist games forum by any chance?

 

I'll try to get the next release out sometime this week/next weekend, but I'm not sure what it'll have. I'm very likely to make the new planets just stat changes for now if I do them, I hope you won't mind too much.

on Jan 22, 2009

Will the next release have something besides IN, and ships that aren't 100% teamcolor?  Or is that too much to be asking for, and I should just be grateful to the Prince of Excess for his gifts?

on Jan 23, 2009

xthetenth
Somehow, your name (and fleet descriptions) sound amazingly familiar... were you on the specialist games forum by any chance?

 

Yes, I am the same DaddyAck from the specialist games forums (did they finnaly shut those down?) With the very same gun battery heavy Imperial fleet.

What was your forum handle from over there? (glad that SOMEONE remembers me)

on Jan 23, 2009

I don't know if you guys have found a way to make a reliable "boarding" ability! But if not, I'm setting out to make oone...check out the forum post about "I think I know how to board..." and tell me what you think of my plan!

If you like the way the board would work, I will gladly do it then send it your way to help mod efforts!

Sincerely yours,

ShadowMastiff2468

 

PS: check out thedomesoasemod.freeforums.org if youre interested in soase duels! Simply register and post away! We answer all questions and show you how to play

on Jan 24, 2009

Ok for the life of me I just can't get the mod working. I have high speed internet now,updated sins to 1.12 and I can't figure it out. Do I need something that I don't have or i'm not doing it right. The only progress I made is downloading the mod.... and that's it. So if someone could give me a step by step process for me and anyone else who has a problem I would like it very much thank you.

Courage and honour!

on Jan 24, 2009

How did I miss this mod for so long?  It looks awesome!

 

I do have a problem that all my ships (including the "cube" structures) are completely black instead of the color I choose.  When I say black I do not mean the color black, I mean that all I can see is the sillouette of the ship (only the outline, the rest is completely black).  The pirates ship are still grey, however.

 

I'm gonna head over to check your forum!

on Jan 25, 2009

Textures ahoy, hoping to get all the imperial ones ready by the next release

on Jan 25, 2009

Those are fantastic! Good job!!!

on Jan 25, 2009

BY THE NINE!!! TEXTURES!!!! awesome awesome awesome!

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