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 30)
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on Jul 06, 2009

once again, didn't know if you knew, but most of the ship name syntax is like this 'Emperor battleship' or 'Cobra frigate' or 'Lunar cruiser', and so on. This is just my opinion, but (once again, no offence intended) it seems a little as if you just spared a cursory glance or look-over the ship class names, as they look a little unprofessional.

 

This is what I've been thinking for awhile since like, the first release lol. X is more for function first then aesthetics so the grammar in the names isn't really top priority. But yes I agree. It's easily fixed though, you just go in the string file and fix all the words if I recall correctly.

on Jul 06, 2009

didn't know if this is something you already knew, but the 'Fire Turrets' ability on the capital ships has only one level. Is this because it is used for multiple ships?

That's more because the turrets are an intrinsic part of the ship, rather than something to represent the skills of the crew. That and the abilities are shared between capital ships and non-capital ships, which iirc would mean the non caps wouldn't have it work since it'd be level 0.

Also, something I suggest for the IN's capital factory, instead of calling it the 'Capital Ship Shipyard', which sounds a little redundant (no offence intended), why not instead call it the 'Capital Shipyard', or the 'Battleship Shipyard'. Admittedly, the 2nd idea also sounds a little redundant, but it is a little more descriptive (the IN's caps are both battleships).

Capital shipyard, since when grand cruisers get done, they'll be treated as capital ships as well.

once again, didn't know if you knew, but most of the ship name syntax is like this 'Emperor battleship' or 'Cobra frigate' or 'Lunar cruiser', and so on. This is just my opinion, but (once again, no offence intended) it seems a little as if you just spared a cursory glance or look-over the ship class names, as they look a little unprofessional.

What would you suggest? Both caps or throwing in a 'class' in there so it'd be Emperor Class Battleship? The reason the class isn't in there is because in the case of grand/heavy/light cruisers it makes the string too long and it does wonky things to it, like sticking out of the infocard.

last thing- I'm working on a mod that adds (so far) 2 new races. They will have custom ships and structures and so on, and I wondered if you could share how you put in the custom capital ship names, like 'Ex Cathedra' (that's a freakin' awesome name dude!) and 'Thunderchild' (also pretty sweet)? If you can, that would be much appreciated.

In the playerblah.entity file, there's a line like this:

capitalShipNameType "CapitalShipTech"

You can specify what set of capital ship names you want to use there (I don't know if it works with custom ships, and then in english.str, find all the lines like this:

StringInfo
    ID "IDS_CAPITALSHIPNAME_TECH00"
    Value "Legatus Stygies"

There'll be about 50 of them, and they're the entire set of capital ship names in the category. That's where the game gets its capital ship names for each race from. I also don't know if you need all 50 or can have more or fewer names.

That should be all you need, hope this helps.

 

Going home to good internet tonight, so I'll be releasing once the defenses and ramilies coding are done. I want the ramilies to be strictly limited, especially for the test, so you'll start with a single constructor, and that's the only way to get one. I may not be able to make them movable, though, and if I do it may be truly hideous in function (IE, I may have to blow up the thing after the constructor spawns, but I may be able to work around that somehow, I'm not sure about that yet.) I'm still not sure about whether the nova cannon will get done for this version. Time will tell on that one.

on Jul 06, 2009

with the ship names, I meant that the type (frigate/cruiser/battlecruiser/battleship) component of the name wasn't capitalized, so it looked a little off. With the cap ship names, are the existing ones removed in favor of the current ones, or are the new names additional ones; also, do you think it's possible to add additional races' cap ship names, for example, have 5 or 6 different races that all feature a different set of capital ship names? also, are Grand Cruisers simply really big cruisers with battleship firepower?

Also, not sure if you've already got these planned, but there are 6 other things I think would be great for this mod- #1-3, the AdMech Frigate, Cruiser, and Battleship; #4, the Apocolypse class (not sure what type), #5, the Vengeance class, and #6, the Shark Assault Boats. Alternately, Shark Assault Boats could be a special ability for certain ships that inflicts heavy hull damage but little to no shield damage, as well as possibly disabling the target ship temporarily.

Almost forgot, a 7th, the Falchion Escort.

on Jul 06, 2009

What other capital ships do you plan on including? have you put any thought to using grand cruisers as well as battleships? also where's the apocalypse love? lol

on Jul 06, 2009

with the ship names, I meant that the type (frigate/cruiser/battlecruiser/battleship) component of the name wasn't capitalized, so it looked a little off. With the cap ship names, are the existing ones removed in favor of the current ones, or are the new names additional ones; also, do you think it's possible to add additional races' cap ship names, for example, have 5 or 6 different races that all feature a different set of capital ship names? also, are Grand Cruisers simply really big cruisers with battleship firepower?

Fixed, and yeah, it does make sense. The existing names are removed in favor of the custom ones, I don't know if it's possible to make a new set of cap ship names. Grand cruisers are about halfway between battlecruisers and battleships, with a bit more firepower and a good bit more durability.

Also, not sure if you've already got these planned, but there are 6 other things I think would be great for this mod- #1-3, the AdMech Frigate, Cruiser, and Battleship; #4, the Apocolypse class (not sure what type), #5, the Vengeance class, and #6, the Shark Assault Boats. Alternately, Shark Assault Boats could be a special ability for certain ships that inflicts heavy hull damage but little to no shield damage, as well as possibly disabling the target ship temporarily.

Admech is going to be a new faction, so they'll get done eventually. The Apocalypse and Oberon class battleships are going to be added, as will the three imperial vengeance style grand cruisers (that should answer your question, LordHood365), sharks will appear once I can figure out how to not make abilities crash when they're on a fighter squad (don't know if they can work).

on Jul 07, 2009

Ah, I thought the AdMech would be part of the IN, as that is how they are in tabletop BFG (I believe, may have to check GW's site). That's nice that you've answered my Q's.

I have a suggestion for the abilities applying to fighters- instead of having the ability on the squad, have the ability on the ship but affect ONLY certain squad types, like the Sharks.

on Jul 07, 2009

Nope, AdMech are a seperate fleet with fancy additional bonuses to their ships and a dorsal lance on each cruiser instead of battlecruisers. This means they get a seperate fleet. It doesn't, however, mean that if the allies idea I came up with works out that the imperials won't have access to an admech ship or two.

on Jul 10, 2009

Quick probably stupid question, is there anyway to make it so we can name cruisers as well?

on Jul 10, 2009

Not that I know of, you don't get enough capship slots to make cruisers capitals ingame, and you can only name capitals. If there was a way to make it work that I knew of, we'd be using it.

on Jul 10, 2009

with the ship names, I meant that the type (frigate/cruiser/battlecruiser/battleship) component of the name wasn't capitalized, so it looked a little off.

What i meant as well. Good to see it was fixed huzzah!

on Jul 13, 2009

Patch is almost done.

Here's a sneak peek of one of the new models:

Defense platform

on Jul 13, 2009

 

Well since it seems like you rebalanced some of it, I'd be up for playin a game or two with ya

on Jul 14, 2009

Double posting for the sake of bumping. X sent me the link but didn't bother updating the thread it looks like

 

http://www.filefront.com/14037201/BFG

 

Very smexy guys! I think that the Ramilies should be bigger, but idunno. What do the other non dev team people think?

Weapons turret

Hangar/Turret

Torpedo Turret

Lance Turret

 

on Jul 14, 2009

I was waiting till I got the 7zip version updated as well, but it doesn't seem to want to play nice with the textures, so I just updated the thread. The zip download link is up now. Have fun!

on Jul 14, 2009

HALLELUJAH (not sure if spelled right ) =D we have weapons turrets!!

Also, xtheneth, you could probably do Sharks with an ability ON THE SQUAD because in Entrenchment you can stick an ability on the squad's entity file. You can check the Advent minelayer squad file for this, as it has an ability to convert the squad into mines.

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