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 23)
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on Apr 03, 2009

 

Hey there!

 

Anyone still alive?

 

Was wondering if there's a new release coming up till easter?

on Apr 03, 2009

yea we are alive but the code monkey isnt taking his bannanas and has been taking a break from the code

when he gets back on the job we will have a entrenchment version ready to go

on Apr 04, 2009

Correction: code monkey is banannas, and will probably try to get everything sorted out on Monday unless his school decides it likes being evil.

 

Sorry about the holdup.

on Apr 05, 2009

Will There be Tau.

all the tau ships gun can fire forward so they can destroy ships with evey wepon at once

on Apr 05, 2009

they already have a space station you can custamised.

you can put guns, strick craft, sheilds, and habitation modual to add health and tax to it

on Apr 05, 2009

no offence but we have stated many times in this thread that there will be all races we can possibly put in. the only races that wont be in will be nids due to their reliance on raming and organic animations, and dark eldar wont be playable as they only have 2 different ships and neither is 'capital class' so we are going to make some setups with the 2 ships they have and make em the pirates

on Apr 05, 2009

Glorious luck, long-time BFG fan here. I"ll be watching your progress eagerly.

on Apr 05, 2009

I'm getting a "broken link" responce to all of the links in the first post.

I first tried it using Google Chrome, then switched over to Mozilla Firefox and got the same response. What's up with that?

 

Looking forward to being able to DL that mod,

Rafi

on Apr 05, 2009

grrr... they probably broke due to disuse. One sec.

 

Hmm, seems it's working, but I don't know what's up.

 

Try this: http://rapidshare.com/files/192694852/Gothic_Sins_beta_0.2.7z

 

EDIT: Well damn, my laptop just broke, so it's going to take a lot longer to get the entrenchment release done. This officially sucks, and I'm really sorry to keep you all waiting.

on Apr 15, 2009

Entrenchment version due out any week now, Xthetenth's broken laptop has crippled things slightly though, so we may need a coder to help in the next few weeks if anyone is interested?

on Apr 17, 2009

I would be interested if you can pm me your requirements, I am trying to get back into coding.

on Apr 19, 2009

keep up the good work guys, though I can't wait to rain drop pods down upon traitors and xenos

on Apr 26, 2009

Hi there i was just wondering the status of this mod, is it goignt o entrenchment or you gusy still working? This mod is amzing and ive allways want be ablel to see massive gothic ships fighting

on Apr 26, 2009

It's going to entrenchment soon, but we're still working. We have one guy working on it (3HavoC, I presume) right now and I'll rejoin the coding fun next monday or tuesday when I get done with my college finals. I'm sorry to keep you all waiting on this version, since it's going to be the debut of some fun features, but for the vast majority of my classes, everything's on my final, so I really should do a good job.

on May 17, 2009

Seeing as it's time for me to get to work on planets, I've decided to bump the thread in order to solicit ideas about planets. I'm honestly more concerned with flavor than actual differences, if two different planets have near identical stats yet their existence makes it feel more like warhammer 40k then I'm all for putting both in. Just do me a favor and use this template for ideas, and remember we have access to the resources of the sins plus mod graciously granted by danman:


Agri World (farming planet):

Resources: pretty good (like 2-4 asteroids)
Population: Medium
Appearance: Sins plus paradise/Stock terran
Extras: Empirewide boost to population/credit production (right now it's guaranteed to have expert agrarian society)

 

Right now I have stats for:

Forge worlds, Bastion Worlds, Agri Worlds, Mining Worlds, Deathworlds, Hive worlds, Inhabited worlds (generic and bland worlds), Asteroid Research Facilities, Primitive Worlds, Maiden Worlds and Fleet bases.

I will gladly take suggestions for:

Shrine worlds, Warp rifts (want a good passive effect there), and anything else you guys can come up (if you still know we're alive =|)

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