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 22)
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on Mar 03, 2009

OK thanks +_+

on Mar 03, 2009

in the table top game a large ship being destroyed in its death throws could cause damage to surounding ships.  Friendly or hostile.  Could (or would people want) this implemted into the game?

on Mar 03, 2009

YES!

on Mar 04, 2009

 

Okay...."Empire"....I understand....

 

I tried to play the DEMO myself....but it just refused to start...

...nur Error-Message....just nothing after the game "is starting".... 

 

Anybody has a similar problem???

I think it's because of my graphics card...."Intel Mobile Integrated Chipset" or so...I HATE IT!  

At least it prevents me from playing other cool games....

...but that's one more point for "Sins".....it runs perfectly!

on Mar 04, 2009

oh, yeah, intel integrated sucks. had a laptop with that, couldn't even play oblivion (oldblivion made it work, but it looks terrible without shadows). Hopefully larrabee will give us some good integrated graphics if nothing else.

on Mar 04, 2009

 

...I'm not that into Graphics...i can do without shadows...

 

It's my work-laptop, so I can't complain....processor and RAM are pretty decent...

...and since my PC destroyed itself some time ago, I use it for gaming too...

 

My absolute favourite game is still Starcraft and as long as this works I'm happy.

 

 

So how long till your next release?

Or with other words, how's your Empire-campaign going?

And why are you playing Prussia???

You are from the USA as far as I know...

 

 m g

KAreil

on Mar 04, 2009

So how long till your next release?

probably soonish, spring break next week for me, it's mostly going to be graphical though, unless I go into hypercode mode.

Or with other words, how's your Empire-campaign going?

It's not yet, this angers me, my glorious internet connection (I dled demigod in 2 minutes 12 seconds and routinely get 11 mbps on impulse) is getting a lovely 500 kbps on steam. grrr...

And why are you playing Prussia???

You are from the USA as far as I know...

Yeah, this psycho's from the US, but:

A: Prussia's awesome and a killer land power

B: I'm kinda sorta descended from prussian aristocracy, got the von and the tenth at the end if I feel like having my name sound like I'm total prussian aristocracy.

 

EDIT: Steam officially sucks. I managed to dl the HAWX demo at 6 mbps WHILE downloading empire with no hit to my empire download rate at all. Talk about misuse of resources.

on Mar 04, 2009

So no Chaos to smite in the coming release?

 

Sounds really terrible....game released but prevented from gaming...

 

Yeah Prussia was pretty mighty back then.....but don't mess with MY Austria!

I really want to play this game too.....I loved Rome....

....looks like I have to talk to the Easter Bunny for a new PC...

 

By the way, is there something like the "Easter Bunny" in the English language?

 

 m g

KAreil

 

 

 

 

on Mar 04, 2009

So no Chaos to smite in the coming release?

Not yet, sorry, soon I think. Those damned prow guns are constantly annoying, but they should come soonish (not sure when, but you'll get some warning when we start posting pics of chaos ships with textures). I think we may be converting to entrenchment first, because if we can use modified starbases in place of the orbitals, we won't have to bribe iNert with as many cookies to get the textures done.

on Mar 04, 2009

Quick question, how do you guys plan to represent Eldar holofields/Dark Eldar shadow fields?

on Mar 06, 2009

I think if you can give a passive ability a visual effect, modifying the hell out of the kol's adaptive forcefield would be the most appropriate, seeing as its modifiers seem to be broken down into groups, which is just what we need to base the eldar off another armor type and shoehorn them into the mod.

on Mar 16, 2009

I hadn't seen anything in a whaile. any update?

on Mar 18, 2009

My computer exploded, just got it replaced, so nothing new model-wise yet. We should have an entrenchment compatible version ready soon though.

on Mar 18, 2009

YAY

 

also, can anyone tell me why Impulse won't let me update both my computers for entrenchment.

I updated my laptop in my apartment, but it won't let me update my desktop at home. (figured I'd do that during Spring break)

on Mar 18, 2009

We should have an entrenchment compatible version ready soon though.

Great!! Sorry about your PC. Hope you were able to upgrade.

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