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 35)
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on Jul 26, 2009

oh a rather large surprise , oh dear god it not a activated black stone fortress is it, now there some serious fire power

on Jul 26, 2009
Bigger. Think of the biggest thing you can think of in the game and then think of what that would require. Now shhhhh.... I'm still being cagey. I did give a hint two replies to you ago though, and that's about all I'm giving until release.
on Jul 26, 2009

oh god i know... well im gona need a bigger gun

on Jul 26, 2009

First rule of surprises: You always need a bigger gun.

Second rule of surprises: Firing nova cannons at them is like hurling eggs at a brick wall.

Anyway, I'm back coding, should be done soonish. I have a frigate, a very painful fighter derivative and some buildings left to code.

Edit: Supers are screwing up horribly, neither the planet killer nor the surprise spawn right, should I just release now (tau don't have a super, and the other two would probably mean I won't release till tomorrow if I tried to get them working)?

on Jul 26, 2009

i think marinies might be getting some models soonish as they only have a few and should be relitivley easy to make their full list. i might even do it now i'm getting into modeling

on Jul 26, 2009

Sounds good, I think I'm waiting till the morning when I can get some more models from nert. I'll try to get the supers working, but if they aren't done when I've got those models I'm releasing without supers.

on Jul 27, 2009

Edit: Supers are screwing up horribly, neither the planet killer nor the surprise spawn right, should I just release now (tau don't have a super, and the other two would probably mean I won't release till tomorrow if I tried to get them working)?

 

just take a coupla days to try work things out, if not just give us something to chew on till it comes out.

 

and my guesses for the surprise are the necrons since how you said 'them' not it, or maybe another super race

on Jul 27, 2009

and my guesses for the surprise are the necrons since how you said 'them' not it, or maybe another super race

nope. The multi-arcness of the weapons is still giving me a headache. That and figuring out how to make the most stripped down gameplay model imaginable is messing with my head.

 

just take a coupla days to try work things out, if not just give us something to chew on till it comes out.

It's the lack of a tau super in large part, I'm very tempted to just release one without supers while I figure out what to do for the tau and how to make spawning ships near-permanently work. Two birds with one stone.

on Jul 27, 2009

[I'm very tempted to just release one without supers while I figure out what to do for the tau and how to make spawning ships near-permanently work. Two birds with one stone.[/quote]

 

Good idea! Supers aren't absolutely necessary at this point. I think the new races by themselves should satisfy everyone.

on Jul 27, 2009

would the ramilies count as a super?

on Jul 27, 2009

My guess is orks cause of the "k -ahem-...cruiser" comment you made.

on Jul 27, 2009

would the ramilies count as a super?

Yeah, but temporarily taking it out would be accompanied by a considerably higher tactical cap, because I really want the imperials to be able to turtle without committing too many ships to defending.

My guess is orks cause of the "k -ahem-...cruiser" comment you made.

Yep, it's all the orks, including the space hulk, which is what I was referencing the most (that nova cannon comment is from its page in the rulebook). However, any of the ways I can think of to spawn ships aren't working. I may retry returning armada derived abilities, but nothing seems to work right when it kills the spawner. Maybe if I had it also spawn an invisible star base with a damage over time buff that killed it it'd work. I'll try that and make sure roks work right and then release it/give up on supers for the moment.

on Jul 27, 2009

ok i noticed u have the cruisers cap and frigste from the original BFG but will u included the newer ones from BFG armada later on E.G.

  • the Apocalypse
  • the Oberon

 

along with all the new ships in armada

cause i would love to see the adept machanicus fleet in action

and will Imp ans space marine b in dif races or together as  research unlock???

cause there ships ment to b the best in the Imp apart from the realy realy old ships in the fleet

on Jul 27, 2009

ok i noticed u have the cruisers cap and frigste from the original BFG but will u included the newer ones from BFG armada later on E.G.

  • the Apocalypse
  • the Oberon

 

along with all the new ships in armada

cause i would love to see the adept machanicus fleet in action

and will Imp ans space marine b in dif races or together as  research unlock???

cause there ships ment to b the best in the Imp apart from the realy realy old ships in the fleet

on Jul 27, 2009

ok i noticed u have the cruisers cap and frigste from the original BFG but will u included the newer ones from BFG armada later on E.G.

* the Apocalypse
* the Oberon

Yep, known. A lot of it is that to do the voss fleet you need voss prows, and our modeler hasn't done those yet.

Space marines are their own fleet. They're organizationally seperate from the IN, and have a very different fighting doctrine that probably wouldn't mesh too well with the IN style.

cause i would love to see the adept machanicus fleet in action

They'll be in eventually, they'll mostly be the IN with a lot more focus on research.

cause there ships ment to b the best in the Imp apart from the realy realy old ships in the fleet

I'd tend to disagree on that, they're meant to be the most capable assault transports in the imperium, not the best warships. Their job is to punch through any opposition to deliver their cargo and support it, not to win fleet battles. They will be more expensive because they are really tough to punch through opposition, but they won't act in the same way as the IN. They even aren't allowed to have true fighting ships because of the post-heresy division of capabilities, having their own transports is remarkable enough, let alone how capable they are.

EDIT: Roks are badly screwed up enough that I'm postponing for a day until I can get the issues with turrets worked out. The only way to make them work as ships chained to a grav well is to make them fighters, but even with fighter attack turned off they still use it and turrets absolutely trash them the way they're set up right now, and I need time to rework all the fighter stuff.

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