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 24)
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on May 18, 2009

Feudal worlds maybe? And how about those fortresses, ehhh, Black Stone Bases or whatever they're called. Like giant blank pyramids that are hella strong but ultra rare nowadays. Maybe they could be some sort of capturable thing?

Would Death worlds be harder to capture from an enemy since the landing troops (if you are still doing that instead of planet bombardments like in vanilla Sins) would have to fend off the enemy and the planet both? Also, are ice worlds like Valhalla and desert like Tallaran still planned to be included? Or forest like Tanith? Gas/polluted like Phantine? Man, so many options, I bet you guys will make awesome choices!

If you keep the landing troops idea for taking a planet, will it cost the capital ships antimatter or something? I mean, the Imperial Guard may be inexhaustable, but the amount of soldiers on a given ship isn't. Regardless, landing craft instead of torpedoes is wicked cool.

Those pictures are just too beautiful to look out... Commanders, I eagerly await the fleet's arrival!

on May 18, 2009

Blackstone Fortresses wouldn't work as planets because they can move and jump. Plus, when several of them are together they can destroy stars.

on May 18, 2009

xthetenth, I have a few planet ideas.

 

Shrine Worlds could have increased tax income via planetary bonus to reflect all the pilgrims donating to your cause.  They could also have increased culture rates due to their value as propaganda pieces.  With this, Shrine Worlds would be quite valuable, just like they are in the fluff.

Warp Rifts could have both decreased accuracy for all ships in the gravity well plus damage over time.

Like Tyndaria suggested, you could have Forest Worlds with increased trade income to reflect all that lumber they are exporting.

on May 18, 2009

but tanith dont exist no more  

 

anyway some of the desert/ice worlds fit into the other catagories both of those 2 i'm prety sure can be considered death worlds because neither of them can you go out on the surface without protective gear

on May 18, 2009

There are other forested worlds besides Tanith I'm guessing.  While it won't be nalwood, it will still be valuable lumber.

on May 18, 2009

Messed around with photoshop today. I opened up one of the terran planets and deleted most of the land. Then I took a picture of Manhattan and made it yellow. Then I made that into a pattern and put it underneath the Terran planet skin without the land. Then I added some overlays to darken the color a bit and this is the forgeworld I made when just messing around.

 

 

I should proabably add some low opacity clouds to it to make it seem smoggy. The reason why I kept the water is because when I talked to X about forgeworlds he didn't want them to look too over developed. Hope this caters to some tastes for now

on May 18, 2009

Looks more urban/hive to me.  Forge Worlds usually have some pretty big structures so you should have giant black blocks of machine complexes on it separated by massive rivers of molten metal.

on May 18, 2009

Well that was a custom skin, not a model. The space elevators can act as those machines I suppose but thinking about it, yes it does look more like an urban/hive planet

on May 18, 2009

Messed around with photoshop today. I opened up one of the terran planets and deleted most of the land. Then I took a picture of Manhattan and made it yellow. Then I made that into a pattern and put it underneath the Terran planet skin without the land. Then I added some overlays to darken the color a bit and this is the forgeworld I made when just messing around.

Anything with my hometown in it is all right with me . I like it, cities on stilts are expensive, even for the administratum. If you left some places desertish and increased the landmass a good bit it'd make a good armageddon style hive world.

 

Would Death worlds be harder to capture from an enemy since the landing troops (if you are still doing that instead of planet bombardments like in vanilla Sins) would have to fend off the enemy and the planet both?

EXACTLY! Right now, instead of health there's garrison strength, but it also includes stuff like the harshness of the environment, the fortifications (especially bastion worlds) and so on.

If you keep the landing troops idea for taking a planet, will it cost the capital ships antimatter or something? I mean, the Imperial Guard may be inexhaustable, but the amount of soldiers on a given ship isn't. Regardless, landing craft instead of torpedoes is wicked cool.

Two for two (pretty much). You're good at this . What I am (hopefully) going to do is have battleships able to bombard a planet, which mostly just causes wanton population destruction because it isn't focused on enemy troops all that well. This means that capitol ships are fully capable of a raid on their own, but can't really take out a planet in any reasonable span of time. However, because they're using their onboard weapons, they can keep it up indefinitely. Transports are a whole other kettle of fish. They don't regenerate antimatter (don't worry, they also don't lose it in jumps). Instead, they rely on orbital troop training facilities to refill them as new regiments are raised. However, transports are great at taking over planets quickly. Their need to refill with a limited resource and the supremely weak underbelly they present to the enemy means that they encourage a conservative, measured attack so that a fleet defeat can be overcome by sniping transports while you rebuild with the planets you have left, rather than getting hammered relentlessly until you lose. This is going to be a long game to play though, I may tweak it to make it play a bit shorter, but I like this.

 

anyway some of the desert/ice worlds fit into the other catagories both of those 2 i'm prety sure can be considered death worlds because neither of them can you go out on the surface without protective gear

That was my idea. Planet types are going to follow 40k style usefullness classification rather than sins geological classification.

 

PS: For my money, primitive worlds are any without organized resource exploitation, pretty much up till the industrial revolution here.

on May 19, 2009

Am I still needed? I wasn't able to do much due to end of term assignments now that I am on my break I can work properly on it. I have started on what Inert has asked to do.

on May 19, 2009

Yeah we could still do with your help Havoc, I PMed you more info. Also, awesome retexture Thrawn

on May 19, 2009

I edited the night side a little bit and this time its a skybox that isn't practially the same color as the land

 

Day side

Night side

Day/night border

on May 19, 2009

im so happy to see this mod still going (to behonest i was gona give up on you , but i stayed true) THe planet look great very imperial. Remeber the Adpetus Machanicus will buidl on every bit of land they can get there hands on so it donst matter how hevly buit ona planet looks. Great stuff look forward to a next stage beta release or somthing

on May 19, 2009

just looked at your forum and wooooooow you got some realy good stuff there . the ship look amazing ( dont know why you can realse them like) but i not a tech guy you knwo why.

on May 20, 2009

ja_147
im so happy to see this mod still going (to behonest i was gona give up on you , but i stayed true) THe planet look great very imperial. Remeber the Adpetus Machanicus will buidl on every bit of land they can get there hands on so it donst matter how hevly buit ona planet looks. Great stuff look forward to a next stage beta release or somthing

Hands... claws... gears... gizmos and gadgets. Anything they can get anything on

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