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 20)
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on Feb 14, 2009

the general plan is to get imps done to a relativley good standard (all models ingame and most textured) and then we will put in chaos. after that its either tau or some solid time spent on nuting out research if its not done by then

in other news apparantly the DoW BFG mod is donating models to us, this should mean some buildings in the next few releases

on Feb 15, 2009

Thats great news , how about orks for next race after those ones as ive noticed alot of the sose ships look like them and they really dont need a lot of research stuff, just a big rock with guns on where you can put more guns with more dakkkka lol. i think eldar and necrons migth be a bit frustrating to achive with all there fancy tec , what with the way there sheilds work and necron tech being errrr um errr spooky lol. well what do i know.

oh also is ther any sites where i can learn to mod, it allways intrested me and id like to learn some basics so might be able to help, more the merry hay!

on Feb 15, 2009

We're considering doing Necrons next now, as we have all the models thanks to the Dawn of War mod team and they're half as big as the other races, they're probably going to need some fancy FX though if anyone thinks they could help. As for learning modding, check the stickies in this forum, the mod tools also come with some good documentation.

on Feb 15, 2009

My vote would be for Orkses first, but whatever!

on Feb 15, 2009

For Chaos!

on Feb 16, 2009

For Pony!

 

 

 

 

 

erm... sorry. Too much lfg, but yeah, my vote's for chaos, it's the only race that can match the IN for breadth other than maybe tau. Still, orks or crons could work well.

on Feb 16, 2009

how much would that scare you if you saw a ork hulk coming at ya or two for that, (any one who has played bfg tabletop will know what i mean)

on Feb 16, 2009

Not much, tbh, means the guy probably sunk most of his resources into those hulks and can't really chase my nova cannons all that effectively . One is a lot more scary because it'll have a lot more attendants unless it's the infamous 'uge ball of ships (TM) in which case I'll be scared.

on Feb 16, 2009

For order of release you should do:

Imperial Navy (obvious)---> Chaos ---> Tau ----> Orks -----> Thennnnnn idk.

on Feb 16, 2009

i fought two of those hulks one and these had loads of support was part of a big armageddon game. i remeber a slavo of 50 or more torps fired at one and it still kept coming. ahhh great days.

on Feb 16, 2009

Damn you guys are really getting me interested in BFG! Might just for the fun go and buy the rulebook online (since in Quebec city, the online hobby game is 1.5 hours away). Sniff...or if someone could have link to online version of rulebook please!

If not...eBay FTW!

on Feb 16, 2009

I've got an extra if you're interested.

on Feb 16, 2009

Sweet!!! PM me with your price and I'll see what I can do +_+

Now all I'll need is some ships... Guess I'll be setting my D&D 3.5/4th edition books on the side for a bit +_+ LOOOL

on Feb 16, 2009

woa, you went with 4th edition.

 

Tell me, does it suck as bad as all my friends say it does, they refuse to give up their 3.5s because they can't see anyone playing 4th for very long.

on Feb 16, 2009

Personnaly 4th was a HUGE LEAP from 3.5!

3.5 was all about bunch of rules but once you knew them, the game was extremely realistic..you know! Everyone had his role and all.

4th edition is Noob friendly! Spells are no longer "learn x number everyday" now its you have few spells and you magically RELOAD them at the start of your round if you role a certain figure written on the sheet. Same goes for monsters...more category split (you have melee, spellcaster, minions, artillery,etc.) and lose their abilities to fewer ones with again this "roll to recharge" ability.

Example...fighting a black dragon and its acid breath! Breath recharges (if memory serves me right) on a 4. That means on each round, if your DM rolls a 4..he can spam that breath like its going out of style!

So is it better! YES for NEW PEOPLE as it simplifies to the bone. No for veterans as it demolishes what used ot make D&D so stable!

 

----------------------------------End of D&D section----------------------- Any further questions about D&D will be either threw PM or new thread! as this is BFG mod page Sorry +_+

 

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