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 21)
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on Feb 17, 2009

mate you dont need to buy it on the uk site its free . last time i looked

on Feb 17, 2009

I know...(the canadian equivalent was DEAD) but yes I found all Basic + adanced rules, the armada add-on as well as tons of fleet lists, markers, etc... Now just need to do is make some paper cut-outs with the pictures in the pdfs (that are already up to scale (YOUPI)) and I'll be good to go!

But I still prefer having books. *looks around and sees a collection of 14 D&D books on a shelf* Ahh..nothing better than the feeling of owning something +_+ LOL

on Feb 18, 2009

yeah i agree. what fleet you think of doing . hay i presume we arnt including amarda stuff in this mod yet. I love obron battleships and grand cruisers

on Feb 18, 2009

Werll since I have paper cut-outs and all fleet lists downloaded of the website..gues sI can do ANY I WANT!!!

on Feb 18, 2009

xthetenth
Newest version out HERE.

 

Anybody want a game? Just ask, I want to play against a human, the AI isn't the brightest thing out there.

Is there any other places to get that? Rapidshare is telling me to go and do one

Its been along time since i played the table top version of the game.  Still got the chaos ships on a shelf.  If any model makers want some photos to work from let me know.

on Feb 18, 2009

We aren't including armada yet because the IN and chaos are so huge we're actually probably going to make the gothic sector fleets seperate from the armageddon sector ones.

 

Rapidshare's telling you what now? I don't get what you mean. If you're having trouble with it, I'll host it somewhere else, but I don't know what you're talking about.

 

If you have an actual decent photo or two of the repulsive, that'd be great.

on Feb 19, 2009

xthetenth

Rapidshare's telling you what now? I don't get what you mean. If you're having trouble with it, I'll host it somewhere else, but I don't know what you're talking about.

Sorry, Rapidshare is not going to download to me.  its keeps saying i am already downloading somthing, but ive never used it before.  If you could host it elsewhere or know the problem that would be great, failing that sending it to me would be great thanks.  Excuse the confusion,  being in the military means you talk funny!

The ships are at home and its goign to be a few weeks till im back, when i get them i will get some photos taken and sent to you.

on Mar 01, 2009

 

Hi at all!

 

I've just finished the first medium games with "Entrenchment",

I like it so far!

 

But it's still a lot less interesting for me than your "Sins of a Gothic Empire"

 

Can't wait for the next release!

How long will this take?

 

And will you include the space stations of Entrenchment to your mod?

 

Thanks a lot and

keep on the good work!

 

 m g

KAreil

on Mar 01, 2009

No Entrenchment Starbases, but then again, one of those is nothing compared to a Ramilies Starfortress.

on Mar 01, 2009

And will you include the space stations of Entrenchment to your mod?

The imperials will get the ramilies star fort, a disgustingly awesome piece of overarmed ridiculously tough space cathedralage, and the buildings are going well. I've also got some ideas about a tau trade oriented starbase derivative, but I'm currently in a state of borderline empire total war/prussia madness, so any ideas are not getting developed till I play a prussia campaign (2 days, 17 hours and 3 minutes till release, and I'm perfectly capable of a turn every 5 minutes even in late game, should be done by friday if I'm not lazy and autoresolve... nope, not kidding anybody, make it monday or so till I'm back functional.

 

Also, I'm totally absolutely flattered and glad you like it so much !

on Mar 01, 2009

disgustingly awesome piece of overarmed ridiculously tough space cathedralage

 

Must have.

on Mar 02, 2009

Well a good idea for the Tau Starbase could be the Forgeworld Air Caste Orbital City. I think this would be an awesome idea, the model looks cool to boot! You could give it population and tax income (like vasari) and UUUuuUUuUber Trade and Culture. And of course, rule wise it has some pretty good railgun batteries all around! (And some squadrons, I think.)

 

 

on Mar 02, 2009

Quick questiona obut tabletop BFG!

Was reading the rules (trying to incorporate them in my knoledge of table top games) and I was wondering! Do lances bypass shields???

What I mean is, the rules say its high energy thingy that will cause a point of damage when you role 4-5-6 on a 6 sided die ..but does that take into account the shields? Or Lances go STRAIGHT THROUGH and hit the ship square on?

 

Thank you

on Mar 02, 2009

No, they don't.

on Mar 03, 2009

Lances bypass armor not shields. Torpedoes bypass shields though.

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