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 43)
53 PagesFirst 41 42 43 44 45  Last
on Nov 03, 2009
ah, thats a shame, my dad's not happy with buying stuff online, there isn't a free way to get entrenchment is there? I only have the original sins so... :^(
on Nov 04, 2009

harpo99999
s a n g,

the mod from the TITLE is for entrenchment 1.03 only, but after extracting it to the mods-entrenchment v1.03 folder, the mod updater should get it working in 1.041

harpo

I can confirm that this mod will work under 1.041 if you use harpo's mod updator. You do not need to run the manifest maker (the mod did not work for me when I did).

Here is what I did:

Installed SINS and Entrenchment from scratch and patched to the latest version.

I ran SINS and Entrenchment to create the Mods-Entrenchment v1.041 folder.

I created a Mods-Entrenchment v1.03 folder myself (since I had no previous version installed).

I extracted the mod folder (BFG 1.2 revision 4) into the 1.03 folder I created.

I ran harpo's mod updater 1.181a and followed the instructions to update/copy from 1.03 into 1.041.

I started Entrenchment and enabled the BFG 1.2 revision 4 mod in options.

I played using Battlefleet Gothic ships for the first time in any game, ever.. Which freakin rocks!

 

Thank you much for an awesome mod! I have been following your progress for over a year now and I appreciate all the time and effort you all have put in. Also, thank you harpo99999 for the mod updater. It is much appreciated.

on Nov 15, 2009

Just downloaded bfg mod, extracted to the correct file and went into game to try it out

 

as soon as i enable it, the game freezes and a pop up message saying minidump appears. Am i doing anything incorrectly? or is the mod broken?

on Nov 16, 2009

Suboran, if you're using the latest version of entrenchment, you'll need to hand-update it with harpo's tool because I'm rather busy with school. I should update it myself over thanksgiving break, but until then, try the tool.

 

...Bloody school. Should've updated it a month ago.

 

Also real good to hear it works with the update tool, that makes me feel a bit less awful for not being able to keep the mod up to date myself. Glad to hear you like it, and I'm sorry, but the mod's only for entrenchment as of now, due to crappy version control on my part and the fact that I don't technically have the time to maintain even one version. That and the various stuff we want to do based on entrenchment means we can't do a sins version. If you really want, I might be able to give you a guide about what to cut out of the entrenchment text files which shouldn't be that bad to follow, mostly gouging a few things out of the player files and the gameplay ones, for a total of 6 files or so.

on Nov 16, 2009

Thanks for your reply, i currently don't own entrenchment so this is must the problem.

 

 

on Nov 27, 2009

Having finally got entrenchment I got the mod, updated it and then went into entrenchment, options, mods and then enabled first just the BFG 1.21, then both that one and the additional races compendium then just the second one, then the first again etc. Each time after enabling I clicked save changes and then went to start a game but it was the same as normal, I went out of entrenchment then back in again and have done a few other thigs. how do I actually play the mod? I'm sorry for being exceptionally dense but could you give me a hand? thanks very much. 

on Nov 28, 2009

Make sure in your mod folder your mod is extracted right, not entrenchment/mod name/mod name/(files).  It should just be entrenchment/mod name/(files)

on Nov 28, 2009

Make sure in your mod folder your mod is in is extracted right, not entrenchment/mod name/mod name/(files).  It should just be entrenchment/mod name/(files)

 

Sorry for the double post, it wouldn't let me edit my last one.

on Nov 29, 2009
thanks bloodember, now I can enable mods and the mod checksum goes up instead of being zero, but everytime I click apply changes it freezes, is it just my computer? which is a vista and has no trouble with entrenchment or any other games. Also, is their a specific order to have mods in? what does the move mod up and down buttons do? thanks.
on Nov 29, 2009
never mind, was being an idiot and updating the mod from v1.01 of entrenchment not v1.03 to 1.041, got it working now, awesome mod guys! only tried it quickly so far but looks amazing, the models in particular are fantastic!!! thanks for the help in getting it running
on Dec 08, 2009

wow i'm gone for a few months and you guys make some big strides with this mod!   

on Dec 08, 2009

I haven't been able to get ti function with Entrenchment 1.041 unfortunately...

 

  Hey any chance of getting the OLD tau ships in? I know they are ugly as piss but they hit a lot harder then the new ones

on Dec 09, 2009

The old Tau ships aren't ugly!!!!! and yes they will be in it as well as the Forgeworld ones

on Dec 09, 2009

I tried playing this mod but the icons had disappeared followed by that ridiculous saved mini dump error, and I don't know what went wrong.

Never mind I see where I went wrong, i did not use the mod updater.

on Dec 10, 2009

The old tau ships look like beer cans that were strung together lol...  Or flimsy merchant vessels now I know fluff wise why this is.. but they were never intimidating in anyway lol...

53 PagesFirst 41 42 43 44 45  Last