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 38)
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on Aug 05, 2009

Well if you really need a voice actor I volunteer. If you want me that is. I gotta see if my mic still works though

on Aug 05, 2009

weebl&bob style? what's that supposed to be? "Duh, pressing the big red shooty buttons sir-man-guy, duy" (lol)

Videos with the most incoherent voice work ever. So much so that their even less coherent scooby is more understandable than weebl. Thank goodness for speech baloons, they're reather funny. I think the effect could be mimiced by numbing your vocal cords, toungue, jaw and mouth and trying to speak. My diction is terrible, but it's not really that bad. I might be able to do some voices if I figure the system out, but it's probably quite a bit of work.

Well if you really need a voice actor I volunteer. If you want me that is. I gotta see if my mic still works though

If I figure out how to make it work, I'll let you know, thanks.

on Aug 06, 2009

i know this b a stupid question but how do u install it or do u just override it all in main game file

on Aug 06, 2009

No, don't overwrite the main game file, go in game to options->mods and hit view mod path, then drop it in that folder and then reload sins and it should appear on the list of mods.

on Aug 07, 2009

ok i have all the races Orks Tau chaos Imp big it looks like all of the Orks Tau and Imps dont have skins all i got is small orange boxes is the normal for theis mod at this stage or is it broken?  but OMG this mod is gonna kick*** when it finished

on Aug 07, 2009

opps i mean Orks Tau and chaos dont have skins only orange boxes.  is this normal for the mod at this point or is it broken?

on Aug 07, 2009

Its Normal

on Aug 07, 2009

Orks should have some fully modeled/texture ships, chaos should have some modeled ones. But most of their stuff are cubes, reason being if we used sins models instead of cubes Gamesworkshop would bring down the legal hammer

on Aug 07, 2009

and GW is pretty big on the legal hammer. (Poor Damnatus....poor poor Damnatus...)

on Aug 07, 2009

when u think the races will b finished?

on Aug 08, 2009

Well Koshe that depends - do you mean fully coded (like the races in it are now) or fully modeled and textured? I don't think anyone could guess when for either of those. Plus school is starting up again soon. Hopefully I'll be able to model once I finish these DVDs. I'm a lazy bastard

on Aug 08, 2009

Orks should have some fully modeled/texture ships, chaos should have some modeled ones. But most of their stuff are cubes, reason being if we used sins models instead of cubes Gamesworkshop would bring down the legal hammer

Ork cruisers and chaos escorts are fully modeled and textured (no team coloring) and chaos cruisers and tau hero/protector cruisers have team color models, but apart from that the only other modeled ships are imperial and they all have finished textures.

and GW is pretty big on the legal hammer. (Poor Damnatus....poor poor Damnatus...)

I'm pretty sure that happened because a loophole in german law meant that 40k would become public domain there if the movie got released. That would hardly be good for GW's business.

when u think the races will b finished?

Coding? When I a) get to starting the second pack and make a vague pass at trying to somewhat polish the non-imperial races slightly in an incredibly oblique way. Modelling? No clue, not my job.

on Aug 08, 2009

I dont think peronally GW realy carse if you use there stuff. i mean i work for Games workshop and i dont care, it there fault they havent got of the there arses and inverste in making games like this, and movies for that to, there is so many warhammer fantasy stories that can be made in to film ( as a lot usally havea little love scence in them) not so much 40k as it ias all war, but id love to see them make a film of double eagal (read it if you havent, battle of britain in 40k) but hay ho i expect my fellow american brother are a bit more blood thirsty when it comes to law suits as they sueing any one for anything.

i must stop ranting, i have a titan to buidl today yipppe 

on Aug 09, 2009

You work for Gamesworkshop...

on Aug 09, 2009

You work for Gamesworkshop...

 

Let's see your papersh

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