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 40)
53 PagesFirst 38 39 40 41 42  Last
on Aug 19, 2009

So there is no version of this for regular sins?

Sadface....

on Aug 19, 2009

Thanks for the fast reply!

 

Now I know what went wrong. I have the english version of Sins but the german of Entrenchment.

Can I change the gamelanguage in any way?

 

Best regards Da Kanzler

on Aug 21, 2009

So there is no version of this for regular sins?

No, sorry, need entrenchment for the starbase derivatives.

 

Now I know what went wrong. I have the english version of Sins but the german of Entrenchment.

Can I change the gamelanguage in any way?

Oh dear. If you check out C:/Program Files/Stardock Games/Sins of a Solar Empire/Entrenchment/String, it should have German.string in it. If it's Deutsch.string or something else just swap that in for German. Then go into the mod folder and do one relatively simple thing. In the String subdirectory, rename English.string to German.string or the name of the file in Entrenchment/String. That should work if my guess is correct. If not, I'll try to figure it out somehow.

Please note, due to my impatience with the \ key, I'm pretty sure you can't just copy/paste the directory into explorer, sorry about that.

Also, I'm usually a lot better about replying, to be honest. I'm just busy as could be trying to get ready for college.

Hope that works for you.

on Aug 21, 2009

It works now!

 

Thanks for the fast help.

You made really good work with this mod!

 

Best Regads Da Kanzler

on Aug 21, 2009

Thanks for the fast help.

You made really good work with this mod!

Welcome, shame I'm distracted or I would've gotten to it the day you posted. Out of idle curiosity, what was the string file named?

on Aug 22, 2009

I had only to name the mod file english.str to german.str.

Or did you mean something else?

 

Best Regards Da Kanzler

on Aug 22, 2009

yep, that's what I wanted to know, I wanted to know if the file name was the language's name in english or not. Thanks.

on Aug 26, 2009
Hello Just tried the mod, the game allways get stuck on me every time I got more than 7 ships in 1 group.... Other than that it looks nice, any info on the tech tree? Warder
on Aug 26, 2009

What do you mean by get stuck? It freezes?

 

And when you say a group, do you mean you selected the ships and hit ctrl+1? Or do you mean they're just together?

on Aug 31, 2009

Hello, i`ve a little problem, so few than when i active the mod and start to play, i cant see any unit except planets..i´ve the last version who i`ve found (6) do you know what  cuold be the problem?

on Sep 01, 2009

aitoruco
Hello, i`ve a little problem, so few than when i active the mod and start to play, i cant see any unit except planets..i´ve the last version who i`ve found (6) do you know what  cuold be the problem?

Hmm, that makes little to no sense unless a patch did something to bork the mod or something very odd's going on. I'll get back on it in a little bit then, are you using entrenchment v1.03?

If so:

Are you sure it downloaded properly and that it isn't cinematic mode acting up? Other than that, I honestly have no idea, it makes barely any sense.

on Sep 01, 2009

i´ve downloaded two or three times for differents pages and always show me like the picture

 

[URL=http://www.subirimagenes.com/fondosycapturas-bfg-3137619.html][/URL]

 

it´s very strange

 

i´ve patched the game with 1.17 and 1.03

on Sep 03, 2009

That is very odd. Does it happen with any other mods? I may have to ask you to run it with the dev exe or showerrors on if you're willing to put up with it.

on Sep 06, 2009

Hey guys first of all I have to say awesome job , ive been following this mod for quite a while and am very impressed , cant wait for the chaos release. However as so other people have stated battles dont seem to last long enough. I played amap today and had a massive fleet against the ais huge fleet and although very close with 20/30 ships (mostly battleships and cruisers)  a side it was over in less than 5minutes which is a pity as it looks so dam epic!

        Another thing is ive been finding the ramalisse (sp?) to go down very easily , a retribution 3 cruisers and some escorts riped one down in super quick time. This also goes for all the planet defence batteries.

Finally would it be possible to incorperate the dynamic battle system mod in for the escorts?

on Sep 07, 2009

Also is it possible to build more rammilles constructors than you start with?

53 PagesFirst 38 39 40 41 42  Last