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 45)
53 PagesFirst 43 44 45 46 47  Last
on Jan 19, 2010

Xthtenth

Sorry to bug, however version link is old rev, new version not up.

on Jan 19, 2010

That's very odd, I just checked them, and for me they go to the proper destinations, (BFG 1.30.7z/zip). Maybe your cache isn't cleared or something, anyway, these are the links.

http://www.filefront.com/15379445/BFG-1.30.7z/

http://www.filefront.com/15374477/BFG-1.30.zip/

 

TBH, I thought I deleted the old versions. Very very odd. That and the fact that the new versions have been getting dl's lead me to believe this is some oddness with your computer. Hope the text works for you if the links aren't working now.

on Jan 21, 2010

Hello!

I have two simple, but well explained questions.

First, how would you like a map where I have the entire galaxy made with every single sector, system and world plus extra ever known in one literall galaxy file? I worked hard for a few mounths with what time I have and is pretty much done with northern Segmentum Solar as well as nearly the entirety of Segmentum Obscurus. I have even checked through all 1st edition books to be able to include things like known daemon worlds within the Eye of Terror as well as The Maelstrom.

Also, I think I know but am not sure so I ask of you if there is any galaxy forge modefier for this mod yet? So far Iv used a modefied version of sins plus just to make it easier to make the whole galaxy without forgeting which world were which type. Of course you can play it with that mod too if you wish.

Other than that I like how things are developing and even though I dont have the knowledge or time to help you with your mod I hope the knowledge that someone is making the ultimate map for future possible use with it gives you a boost. And please dont tell me there already is such a map because Iv searched the net days to make sure there isnt and that would be a truth I could not handle. Or well I probably could perhaps since there is no way any other will be as complete as mine.

But tell me what you think of this and I might tell more.

on Jan 21, 2010

xthetenth

Appreciate that on the files, and you may be correct but over 2 I got no joy uploading.

 

on Jan 22, 2010

First, how would you like a map where I have the entire galaxy made with every single sector, system and world plus extra ever known in one literall galaxy file? I worked hard for a few mounths with what time I have and is pretty much done with northern Segmentum Solar as well as nearly the entirety of Segmentum Obscurus. I have even checked through all 1st edition books to be able to include things like known daemon worlds within the Eye of Terror as well as The Maelstrom.

Yes. Just plain yes.

Also, I think I know but am not sure so I ask of you if there is any galaxy forge modefier for this mod yet? So far Iv used a modefied version of sins plus just to make it easier to make the whole galaxy without forgeting which world were which type. Of course you can play it with that mod too if you wish.

No there isn't a modifier yet, but I could probably whip one up for you, I don't think it's all that hard to do.

Appreciate that on the files, and you may be correct but over 2 I got no joy uploading.

over 2? sorry, I just can't parse that bit, probably lack of sleep. I hope that sentence means you got the files so I don't have to resort to something drastic to get them to you.

on Jan 23, 2010

xthetenth

No there isn't a modifier yet, but I could probably whip one up for you, I don't think it's all that hard to do.

Cool Id like that but its totaly up to you if and when to do it since as the mod itself this thing is still going to take quite a while. Up untill not too long ago Iv also had so much more time for it while just now I have almost no time. But in the end I just thought it would be nice to inform you since this mod really is an awsome thing I want to support in what little ways I can.

Also I could perhaps realease some experimental Apha versions in advance when made compatible with the mod. After all it would be a pain to have made the entire galaxy and then test it just to see a giant fault in its design...

on Jan 24, 2010

Im assuming there is no version of this mod that works with diplomacy?

on Jan 25, 2010

No, there is no version designed to work with diplomacy, firstly because I only really have time to work with one version and secondly because I simply don't have the time to keep up with a beta update schedule.

 

Also I could perhaps realease some experimental Apha versions in advance when made compatible with the mod. After all it would be a pain to have made the entire galaxy and then test it just to see a giant fault in its design...

If I remember the setup of the files, if I get it in text, I could break whatever you give me into multiple maps, which'd be very very useful in getting the mod its own maps, but in the meantime, just sending me what you have when you finish systems would be very good and quite useful.

on Jan 26, 2010

If I remember the setup of the files, if I get it in text, I could break whatever you give me into multiple maps, which'd be very very useful in getting the mod its own maps, but in the meantime, just sending me what you have when you finish systems would be very good and quite useful.

Wow hadnt thought about that you could do that, lol probably since I cant do it myself but I easily get the fact that its possible. Anyway sounds fantastic and thats great info because then I will try to make the map as easy as possible to make somewhat balanced even if you cut parts out. For example instead of putting too much of one races realms in a single segmentum.

And also note that no matter what you see when I show any of it to you is to think about the fact that Im not that good in making it game play balanced. Espeically not since my first goal is to get everything possible in there. Though please check dont simply delete Imperial space just to make them smaller, there is other ways to make the Imperium weaker and balanced with the rest. Like for example kept in constant fighting on all fronts and most often outnumbered you will find that having over 100 more worlds really is no dvantage unless you get a couple of hours peace and time upgrade them and start trade. But serously we all know that wont happen...

Also I have a few questions below, please take your time viewing them and simple answere as you think, I would really appreciate it.

Also what you more specificlly need to know about the map is that Iv made it in an experiemental way connecting all systems, sectors and sub-sectors (stars with varying radius) with normal phase lanes in the outer rims instead of using the star. The whole idea was to prevent you from going for example directly from the eye of terror to the Sol system, without any resistance... The only way possible to prevent this is make the map with much fewer stars which I dont find practical because of the extreme traveling time that would exists in certain places. Another reason is I dont like the fact that when you come to a system you attack from the centre (from the star) opposite from the Warhammer 40K Univerese.

Now to the point there is one half solution if you dont like my first way. I could connect the end of the system, like lets say pluto in sol to the star instead of one close to the centre, and this would kind of solve the unrealistic part. It would still look freaky first traveling to the centre only to have to get to the outer rims first though. Whats your opinion should I keep my experiemental long range normal phase lanes, should I go with this way or do you have any idea on how I should make it? I think its good to talk to experienced players relatively early on this to prevent too much redo.

Also in general is there any future possibility to make wormholes that only work for a specific race? Why I ask is simply because I have made a prototype of the eldar webway and even though the eldar have a much easier access to it in the map technically anyone could just jump in with a huge fleet, take an eldar craftworld and then skip around as if they owned it.

on Jan 29, 2010

Wow hadnt thought about that you could do that, lol probably since I cant do it myself but I easily get the fact that its possible. Anyway sounds fantastic and thats great info because then I will try to make the map as easy as possible to make somewhat balanced even if you cut parts out. For example instead of putting too much of one races realms in a single segmentum.

I'm pretty sure the files in text are just lists of planets and links. It wouldn't be fun, per se, but it could be done relatively easily with a proper text editing setup. Plus, I need an excuse to figure out notepad++'s flavor of regular expressions. Or I could just load it in galaxy forge, but where's the fun in that?

And also note that no matter what you see when I show any of it to you is to think about the fact that Im not that good in making it game play balanced. Espeically not since my first goal is to get everything possible in there. Though please check dont simply delete Imperial space just to make them smaller, there is other ways to make the Imperium weaker and balanced with the rest. Like for example kept in constant fighting on all fronts and most often outnumbered you will find that having over 100 more worlds really is no dvantage unless you get a couple of hours peace and time upgrade them and start trade. But serously we all know that wont happen...

Surely you jest, any form of balance in the mod's current state is a fortuitous accident. Besides that, if people are playing your map, they're likely there for the fact that the map is a relatively accurate representation of the BFG universe, for everything else there's the stock map types. Plus, huge realms aren't much of an advantage in sins, seeing as the income from faraway planets/big empires with big fleets downright sucks. Also, the imperium is likely to be fighting three wars at once. They aren't likely to be too strong.

Also what you more specificlly need to know about the map is that Iv made it in an experiemental way connecting all systems, sectors and sub-sectors (stars with varying radius) with normal phase lanes in the outer rims instead of using the star. The whole idea was to prevent you from going for example directly from the eye of terror to the Sol system, without any resistance... The only way possible to prevent this is make the map with much fewer stars which I dont find practical because of the extreme traveling time that would exists in certain places. Another reason is I dont like the fact that when you come to a system you attack from the centre (from the star) opposite from the Warhammer 40K Univerese.

TBH, I'm not entirely sure you couldn't just go straight from the Eye of Terror to Terra, I'll need to comb the BFG rulebook for references in that regard. I think what would work better than that is making a 'nav point' or something empty modelwise but based on a star so you could jump to any other system from it, but would be limited to other such nav points on the outskirts of systems. We may be limited to one per system, but I think that that would work quite well. Note that I'm basing this idea in part on my objection to linking the systems because that will kill the imperium, since it would have zero strategic fleet maneuverability if it had to move fleets through systems. Plus, I can easily tweak the interstar jump speed so that the limiting criteria is speed anyway, but without annoying journeys through systems.

Also in general is there any future possibility to make wormholes that only work for a specific race? Why I ask is simply because I have made a prototype of the eldar webway and even though the eldar have a much easier access to it in the map technically anyone could just jump in with a huge fleet, take an eldar craftworld and then skip around as if they owned it.

Could only give the eldar the tech. I don't think there are any warp rifts strong enough to warrant a wormhole effect anyway, so making them webway entrances seems perfectly appropriate.

 

Oh, and about getting galaxy forge to work with the mod, just drop the mod's galaxyscenariodef.galaxyscenariodef file into the galaxy forge folder (replace the old one) and it should work fine, especially if it has the icons for sins plus.

on Jan 29, 2010

Has the ramalise been taken out? If not ho can i build it?

on Jan 29, 2010

Surely you jest, any form of balance in the mod's current state is a fortuitous accident. Besides that, if people are playing your map, they're likely there for the fact that the map is a relatively accurate representation of the BFG universe, for everything else there's the stock map types. Plus, huge realms aren't much of an advantage in sins, seeing as the income from faraway planets/big empires with big fleets downright sucks. Also, the imperium is likely to be fighting three wars at once. They aren't likely to be too strong.

Hmm a very good point and thats exactelly what I meant since all other races will have fronts with the Imperium but very few fronts with each others. And naturally they would go for the easy prey anyway.

TBH, I'm not entirely sure you couldn't just go straight from the Eye of Terror to Terra, I'll need to comb the BFG rulebook for references in that regard. I think what would work better than that is making a 'nav point' or something empty modelwise but based on a star so you could jump to any other system from it, but would be limited to other such nav points on the outskirts of systems. We may be limited to one per system, but I think that that would work quite well. Note that I'm basing this idea in part on my objection to linking the systems because that will kill the imperium, since it would have zero strategic fleet maneuverability if it had to move fleets through systems. Plus, I can easily tweak the interstar jump speed so that the limiting criteria is speed anyway, but without annoying journeys through systems.

So if I get this right you mean link it like Iv done on the edge of the system but with a self created space that works exactely like a star with long jumps? and in that solves the awfull looking entering of a system? If thats correct I dont care if you can have just one it will still look hell of a lot better!

Also I get that what you said about the death of the Imperium and yeah Iv thought about just that, Thats why combined with the fact its boring coming up with fillings for systems when the Imperium is so big already made most small systems with max 3 or 4 planetoids. Even so yeah it would go real slow longer distances, especially with capitals... In any case what I would love is to have is maybe 1 more unihabited thing to choose from. Like an simply empty space so I dont have to overuse asteroid belts and space junk. It would be nice if we had an empty space jump point and an empty space just space.

Could only give the eldar the tech. I don't think there are any warp rifts strong enough to warrant a wormhole effect anyway, so making them webway entrances seems perfectly appropriate.

Hmm that could work very well, Ill drop any ideas I had about warp rifts in that case id rather have the eldar with the fewest worlds of all properly united. Thanks a lot for that information   

Oh, and about getting galaxy forge to work with the mod, just drop the mod's galaxyscenariodef.galaxyscenariodef file into the galaxy forge folder (replace the old one) and it should work fine, especially if it has the icons for sins plus.

Oh you can do that? Its the one in the mod folder then? Ill try it right away would be awsome.

EDIT: Allright after editing the icon names and working a few hours I have translated the map to work with the mod

Lastly I have 2 simple new questions.

First is there a possibility to maybe in the txt or something program the map which planet skins it will use on specific planets? I wonder not because its that important but I really hate getting a green Jupiter or a brown yellowish Neptune. Just as an example other cases could be that some city world skins make planets look like darker places while others make them look more possitive. Or I want a specific death world like Catachan to be Junlge like instead of anything else. I wonder the same thing with star backgrounds by the way, since if its possible I would be very happy

Secondly I have seen some talking back in the forum but Im asking to be sure. Is there any possibility for the following worlds (in priorty order) to get into the mod in the future? Craft Worlds, Daemon Worlds, Shrine Worlds, Xeno Worlds, Pleasure Worlds, Penal Colonies ,Feral Worlds, Penal Worlds (Currently using Asteroids as is most common so probably not needed) ,Dead Worlds (Low Priorty because it can in many cases be Xeno Worlds) , Exodite Worlds (Very rare so perhaps not needed)

Also it may not be a world but I presume the pirate base will be replaced with another model when you make Dark Eldar into Pirates? Like an Eldar Spire made evil looking and spiky for example. And I promise I have no more questions for quite a while after this. Its simply things I want to know so I may make the maps as good as possible.

on Jan 30, 2010

First is there a possibility to maybe in the txt or something program the map which planet skins it will use on specific planets?

Other than custom planet types, not that I know of.

Secondly I have seen some talking back in the forum but Im asking to be sure. Is there any possibility for the following worlds (in priorty order) to get into the mod in the future? Craft Worlds, Daemon Worlds, Shrine Worlds, Xeno Worlds, Pleasure Worlds, Penal Colonies ,Feral Worlds, Penal Worlds (Currently using Asteroids as is most common so probably not needed) ,Dead Worlds (Low Priorty because it can in many cases be Xeno Worlds) , Exodite Worlds (Very rare so perhaps not needed)

As long as they don't require custom skins or meshes, absolutely, it's not that big a deal even.

Also it may not be a world but I presume the pirate base will be replaced with another model when you make Dark Eldar into Pirates? Like an Eldar Spire made evil looking and spiky for example. And I promise I have no more questions for quite a while after this. Its simply things I want to know so I may make the maps as good as possible.

That is a very iffy proposition. The short reason why is that iNert has a lot more work left to do, with nearly three races to model, while I don't have much, so I'm not likely to code way ahead of where we are. For now, I think it'd be better if we just had pirates be assorted scallywags in imperial, chaos, ork and eldar ships (eldar are a long way off, don't worry about them right now, they aren't particularly big players either and we don't have any models together).

on Jan 31, 2010

Other than custom planet types, not that I know of.

So that means the only solution probably would be to make them all the current planet types Id wish to do this with sepparate copies?

Hmm... You said its not that big a deal even, making worlds? So does that mean that there is a possebility that if you would have a moment of time for it (as usuall I think nothing but leaving that to you is fair) you could make them sepparate too purely so that map builders could have more controll? Hypothetically speaking for now perhaps though if time is low. You wouldnt even have to do all since most inhapited worlds make no big difference and I already can use volcanic and ice for specific famous ones if I wish. Though I have to say that what bugs me the most is seeing catachan a frozen ball of ice... Obviously they would still have the exact same stats by the way.


As long as they don't require custom skins or meshes, absolutely, it's not that big a deal even.

That is really good news because then I would like to make a formal request of those I would badly need the most. I can also say which skins id think match most even though you would probably know too.

1. Daemon Worlds - My most needed practically probably which would fit with the Volcanic, Swamp, Toxic, and Relic skins. Would be nice if they could have abillities like daemonic patron powers granting all kinds of bonuses since everything is possible on a daemon world, negativess like constant infighting affecting things or bad stuff for anyone but chaos owning them.

2. Xeno Worlds - I know there are many Xenos with different styles but with this one I mean the ones with long dead civilisations, possible burried daemons or even necron or c´tan tomb worlds. They would fit with the Rock, Relic and Toxic skins. Ideas for possible planet abillities could be all from xeno artifacts that grant you powers or creates problems for any owner to dark and deadly secrets that at any moment my be revaealed and kill the entire population and make you lose the world... (If possible)

That last one I know is probably not possibly but it would be so sweet since any mass reader of warhammer texts knows this is a very common creepy thing that the Inqisition even rarely solves but simply forbidds future acess.

3. Pleasure Worlds - You may wonder why I want such a rare and as good as always tactically useless world. Well I think even though the galaxy is a dark place you need some of that tiny bit of good stuff that exists to light the place up. Good skins would probably ony really be the Paradise skin but I dont know if you think otherwise. Possetive bonuses could be nobles and notewourthy spending large amounts of credits obviously or negatives could be the pleasure being too much for some weak willed ones craving more starting many cults of slaneesh there. Although the negative one would probably be quite rare if even acceptable since it was a desperate atempt of me really... Made me get an idea though for a chaos tech, you know that rebel spawning tech simply take that and make small cultist escort ship spawn instead.

Those are the ones I would think I need the most only seeing it from a gamplay experience kind of way allthough one other would be nice if only for detail if it really isnt that much work.

4. Shrine Worlds - I moved it down since at first it seemed imporant since the imperium values them and they exists in relative high numbers, but now gamepaly wise I guess its just a detail really. It would fit with Relic, Urban, Terran skins although there is nearly no limit since the ministorum really puts shrines anywhere a notewourthy have been in my experience. Abilities could include things like blessings of the saints and added income from all the pilgrims.

Regarding Craft Worlds I thought about the fact that Eldar isnt even one of those on the way (as you just confirmed) and my map would probably be done before they are anyway so I guess they will have to make due with Hive Worlds as representations for now. Allthough if the far future alowes it would be cool to have a long kind of cylinder shaped vessel with sails perhaps and a skin looking as if cities covered its surfaces, if this is anything more than dreaming though...

If this could be done I could use it any day so please take this as a humble request from me and be sure I would love if any of it were made possible.


That is a very iffy proposition. The short reason why is that iNert has a lot more work left to do, with nearly three races to model, while I don't have much, so I'm not likely to code way ahead of where we are. For now, I think it'd be better if we just had pirates be assorted scallywags in imperial, chaos, ork and eldar ships (eldar are a long way off, don't worry about them right now, they aren't particularly big players either and we don't have any models together).

Yeah it was kind of a sideline question/proposition for the far future. I agree id rather see the other races way ahead of the relatively boring dark eldar pirates that none can play anyway. Also after all there is an offical extra race pirates in BFG and they pretty much are a mix of imperials, chaos and orks any way, so its still fitting.

on Feb 03, 2010

Right first off guys great mod!!!

It's about damn time someone made a BFG mod and this one definately has potential and i believe is the first BFG mod to acctually have a public release!!! So congrats there guys!

 

Theres a few things i have noticed on it however that do need tweaking otherwise the races are going to play rather differently than intend in TT and how they do in the fluff. Now i know it's easier said than done when it comes to balancing races and such, especially with the BFG universe having a varity of different play styles available. This being said when you guys finally put Eldar into the mod i think that your going to run into abit of a problem, atm you have the Imperial navy playing in a way i'd more expect Eldar ships to play I.E. the way some ships Criuser+ size are more like glass cannons, where as the Imperial navy have some of the most robust ships in BFG. Second only to the Necrons and just about on par with Chaos.

 

I might not be much of a modder but if you do need any help doing info cards, background info or need any information relating to the different races in BFG and the 40K universe i'd be most happy to give you a hand.

 

Again guys great mod keep up the good work!!

53 PagesFirst 43 44 45 46 47  Last