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 31)
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on Jul 14, 2009

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.

Yep, the weird thing was that I got a minidump when I tried adding an ability to fighters in an ill-fated attempt to make them more effective (this was back when the damage types were messed up and fighters were useless) and it immediately crashed, so I think there's some limits on the type of abilities that can be on a squad.

 

And yes, I'm pretty sure we finally have models for everything, which is awesome, and to celebrate the occasion I'm going to start making other stuff as a trial addon pack. Naturally nothing will have models, but it'll have testing versions of all sorts of neat stuff, like other races and trial ships as I get done with them. However, I'll need some time to figure out chaos and the tau because of their heavy use of multi-arc weapons means I really need to figure something out to make them work, but this may have preliminary versions of them fairly soon. It'll be an additional download to merge on top of the base mod, most likely and the stuff in it should be fun even if it isn't modeled. I think the first thing on it may be a resurrection of the chaos ships from earlier, probably including the planet killer, especially now that the superweapon system is properly set up.

 

Oh, IMPORTANT NOTE: if you want super stuff in your game like the ramilies, the control for that has replaced the quick start option, since it's the only way to give the ability to have different stuff on startup. For now, the ramilies is immobile, but I'm working on a way to have it be able to spawn its constructor in place of itself, essentially packing it up for moving to another system that's more key now than the original, which should help players feel it's valueable.

 

Edit: Grr, looks like the ranges on the torpedo and WB defense batteries are half what they should be. Once I get to play (tonight), I'll make a little actual patch with all the bugfixes I can make, and maybe a tweak of the defense strengths. Also, the ramilies may get a good bit tougher (and somewhat more expensive) if you think that's how it should be.

on Jul 14, 2009

also, for some reason whenever I try to D/L the file it goes EXTREMELY SLOW (like around 194 BYTES/second right now). Another place to D/L from that's faster would be nice. Although it could just be FileFront.

and what do you mean by "multi-arc weapons"?

on Jul 14, 2009

That's wierd, I'll try to upload to another site later tonight.

 

Multi-arc weapons are ones that in tabletop can fire in, for example, either the front or left arc. For readily apparent reasons this doesn't play nice with sins.

 

More detail later, got to run.

on Jul 14, 2009

Ok real quick, why only one Ramilies?

on Jul 14, 2009

A Ramilies star fort (fluff-wise) is an extremely rare and ancient structure. Essentially mobile HQs for the Imperium, there probably wouldn't be a need for more than one in a specific battle. Also, they are epic pwnzor so we don't want to spam ramilies.  Devs are trying to keep this as fluffy as possible so more than one ramilies (per player) wouldn't make much sense.

on Jul 14, 2009

I think you should be able to rebuild them if they get destroyed \

 

See:

 

 

on Jul 14, 2009

I think you should get the incompetent schmuck peddling this mediocre, bug riddled.... oh wait, that's me. Riiight

 

Working on a fix addon, fixes for strings I know I fixed, and a lot more durable ramilies (hopefully). Until then, I'd higly recommend building only lance turrets instead of the weapons battery and torpedo ones.

 

EDIT: Fix done and tested, pretty much right. I changed the quick start to be 3 supers and normal to be one for this version because I want to get opinons of it, upped its shield strength by a large margin and hull by a decent amount and price by a little bit. All planet defense turrets have the proper (battleship) range on their guns now, so there's a point to all three. I'm about to add it to the main version as well, so if you're planning to dl it tonight, it's probably best to hold off for an hour or so.

 

UPDATE: those of you who have downloaded already, click here for the bugfix patch. I'll be replacing the full download imminently. Just load this above the full mod and the changes should apply properly.

on Jul 15, 2009

so basically the bugfix is supposed to stack with the normal 1.2 revision 4? or do I overwrite the existing files in the revision 4 folder with the bugfix patch?

on Jul 15, 2009

I use it stacked, but overwriting should work fine as well. That's your call.

on Jul 15, 2009

Hay there. i just wanted to comend you on the fantastic mod , really good to see the imperium nearly all together now. i actually only brought sose and entrenchment for this mod, so dont stop now. Are you going to be releasing some else to fight in the next one, chaos would be great, but ithink you idea of getting one race at a time done it, the best soultion. Keep up the good work. 

on Jul 15, 2009

I think that Tau or Necrons are next, but I don't think they've really decided yet

 

And they have some models for both of those fatoins, that's why they'd be next up

on Jul 15, 2009

Please Tau.  I think people would appreciate being able to fight for the Greater Good.

on Jul 15, 2009

I think the first thing on it may be a resurrection of the chaos ships from earlier, probably including the planet killer, especially now that the superweapon system is properly set up.

 Let get the chaos back into play... at least as place holders

on Jul 16, 2009

i agree tau would great to see, (now i you may disagree) Chaos and the imperium are the big boys of the game, with the most amount of ships and conflict history and not fancy sheilds or fancy tec just armour and lots fo guns . PLus you done most of the work on them any way from what i see , plus there bases and structure might be easy for you as they basicly steel all the imperiums bases and stick spiky bits all over it (wich i presuem they have some guy making lol). There well balanced to fight each other as well, and ahy its called battlefleet gothic (gothic war) chaos  vs imperium. Im sorry this post is a bit pointless, just a big fan bored at work really.

thanks

on Jul 16, 2009

Hey, BFG team, I have a bit of a problem-

Okay, so I put the bugfix into my Entrenchment 1.03 mods folder, and it's there, and I also created a copy of the revision 4, and overwrote the bugfix in that, so that I could try out the mod stacked and overwritten, to see if there are performance differences.

I get a minidump if I stack it, and I get a minidump if I try to load the overwritten folder version. The wierd thing? The revision 4 folder still works just fine.

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