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 2)
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on Dec 08, 2008

Got you latest msg. Was there supposed to be an attachment?

on Dec 08, 2008

Umm... yes, yes there was. I accidentally didn't rar up the file, and modcraft won't let you upload files it doesn't recognize.

Prezo, if it weren't my bedtime, I'd love to play again, but...

 

EDIT: Venerabledreadnaught, if you have a playerchaos.entity file you'll need to delete it to play the alpha online, and as a tester you'll be getting the full version anyway (even though it isn't much more), just a heads up. I'm going to sleep, try not to crash it in the meantime.

on Dec 08, 2008

No problemo. I've got to go to work anyway, so I test it later.

on Dec 08, 2008

damn you people and your being busy!

on Dec 08, 2008

Damn you Prezo for releasing this while I'm asleep

Getting right on it

on Dec 08, 2008

Great work on the mod boys, congrats on the first release. Just a few quick questions which have most likely already been covered but firstly with Chaos will you include the Planetkiller (It'd be an interesting mechanic if it could actually destroy planets, if not even as a fleet pillbox it would be fun) and in regards to the Tau, will you be using the standard GW models or the gorgeous Forgeworld models?

on Dec 08, 2008

question 1 yes we will
question 2 both of em! but the FW ones are the only tau i have (already have the protector and the strike craft ready to be put in game)

and sorry alcari but we have been working hard for the last few days shoving the last bits in ( i did 3 cap ships a cruiser and all the strike craft on the weekend, and the imp cruisers over the week before) and you had practicaly disapeared anyway any more questions i'll be glad to try and answer

also anyone who wants a game i'm generaly on between 4pm and 10pm gmt+11 (i'm in daylight savings in Australia =P)

on Dec 08, 2008

nice, i've heard of this battlefleet gothic b4,  should check it out... im assuming it's from warhammer 40k, so hope Tau will eventually show up.... even tough that'lll be difficult since they dont have long range jumps >.>

on Dec 08, 2008

wonderful! this sounds awesome.  i always wanted to play the table top game, but no one i knew was interested, and the local GW didn't do it either.

i'm pissed off, because i can't upgrade my SINS to 1.1, as it's someone elses game, running with out the disk.  i'll probably get the game after christams in the sales. there are some truly brilliant mods for 1.1 i'd like to play, and this one comes at the top of that list

on Dec 08, 2008

Shadow_of_Light
hope Tau will eventually show up.... even tough that'lll be difficult since they dont have long range jumps >.>

We can always ignore certain points of fluff to make the game more fun

 

on Dec 08, 2008

Great job.

 

Do you want feedback here or in the other forum.

on Dec 08, 2008

Either works. Generally, if you have something specific to post on we'd prefer the other forum so you can make your own thread and keep it focused.

 

will you include the Planetkiller (It'd be an interesting mechanic if it could actually destroy planets, if not even as a fleet pillbox it would be fun)

It's in as a fleet pillbox, and depending on how much we can have the effects change a planet we'd absolutely love to have the beam work to kill planets. It was one of the problems with chaos getting released, because at about 500 points = ~5000 credits, getting one as your flagship is really quite ridiculous.

 

The tau are going to switch between the specialist games (ugly, but who doesn't love explorers and heroes ) fleet and the really nice aquatic looking forge world fleet in the middle of the game, and I've been thinking about some ways to encourage the transition. First is research locking the FW ships initially of course, but then other things factor in. I was considering making the specialist games ships discounted in cost (as their trading activities can help defray the cost somewhat, but more expensive in supply cap, both of which will encourage a Tau early game based on things other than a huge massively strong fleet, such as research, culture and trade, all of which fit with Tau fluff and should make their early game interesting to play compared to the other races. As resources become more common, the Forge World ships will start looking like a better and better deal. I was also considering not having the last few levels of upgrades apply to the specialist games ships so the player will know he will eventually get a reward for switching production to the FW ships quickly. What do you all think?

on Dec 08, 2008

it sounds like a good idea in theory, but prehaps some people actually prefer the normal tau ships to these FW varients. i can't comment, as i havn't seen either yet, but i shall do so now

 

[Edit]

okay yeah, i see what you meen.  the FW tau ships are much better looking than the standard ones.

also, are you thinking of adding Ramilies Starforts, and/or blackstone fortresses?

[/Edit]

on Dec 08, 2008

ramilies will be the imp superdefence just like the planetkiller is the chaos fleets suprweapon. blackstones would have to wait though if we ever did them

on Dec 08, 2008

Absolutely, we're going to put the Ramilies in, but it will almost definitely require entrenchment because of how hardcoded the buildings are, and the Blackstone will be a bit hard to work in to chaos' intended fast, constantly assaulting style. The planet killer is a good bit more mobile and generally makes a better top level weapon, but we're trying to fit the blackstone in.

 

And yea, the SG tau are pretty damned fugly. And don't worry, I will try to make sure there are strategies that involve keeping the SG ships to the end if somebody really wants to, but they will be a good bit more limited.

 

EDIT: darned prezo, beating me to the post...

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