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 46)
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on Feb 03, 2010

I can speak clearly here as an expert in Warhammer 40K myself. I think he heve balanced it as good as he can at this moment and any greater balancing at this point wouild probably be pointless, it would be like asking game makers to balance the earliest beta versions, after all its only The Imperial Nany thats as good as done. When it comes to Eldar you are as Iv seen it not entirely right, since Iv read back a long time ago and can say they have discussed a lot of possibilities and also he recently told me we shouldnt think about Eldar at this moment anyway. Think of them as if coming in an expansion of sorts later instead and focus at the current races instead.

Anyway a tiny extra question to everyone who wishes to answere. I have the new Codex Imperial Guard and I can say they have moved a lot of systems quite a bit on their new map. What would you consider the most correct, the combinations of old map system locations? or the new map with its new locations? Its not that big differences since they cant move it too much but even more Segmentum Solar systems have gone into Ultima now. And I dont know how many times Golgotha have been moved now lol, its in the Maelstrom now, hehe... Makes you wonder how a Sub-Sector to Armageddon can be so damn far away.

on Feb 03, 2010

Aye i wasn't disputing the balancing minus Eldar, i was simply pointing out when they're added the IN will need some rejigging so as not to play like Eldar(this was in reference to the Glass cannon ships). Only thing i can say that needs changing atm really is bombers. But for game reasons i can understand why they are what they are currently.

But think of it in terms of the fact even the light imperial frigates have nearly 100 guns total, thats including anti fighter and anti capital guns. Howver that would be a nightmare to simulate lol.

 

Looking forward to the next realease:P

 

Btw are the Starforts in the realease yet??

on Feb 03, 2010

Yeah I didnt think you were I just pointed it out. Anyhow with 100 guns surely you mean fluffwise? Besides from what Iv seen judging from the models even though they may have tons of smaller guns fluffwise the real big ship killing guns would probably only be as many as the gun holes or lance batteries. As for the turrets allright they are probably many more but you hardly notice them anyway, and I dont really see a reason to why they should include anything smaller on either BFG here or in the miniatures.

Oh and the starbase did exists before in the mod, but since he knows it works he doesnt need it in anymore. My guess is since the other races are not done yet and ship models have a higher priorty he reomved the fort since it only makes IN even stronger. Just a guess though, and it may also have something to do with its constructor ship not being able to be buildt for some reason.

on Feb 17, 2010

my game updated tio 1.05 skipping 1.04 and the ships and buildings are invisible.  after being built. 

on Feb 17, 2010

neighbourkid, it is probably due to the pipelineeffects folder in the mod, there is a thread outlining a similar problem due to 5 old fx files that either can be deleted or copied over the ones in the mod folder.

harpo

 

on Feb 19, 2010

They added a new armor type in Diplomacy 1.01.  Is that going to be any help when it comes to adding new races?

P.S. Tau could really use a Diplomacy tech tree.

on Feb 23, 2010

I read warhammer 40000 religiously....how is this mod?

on Feb 23, 2010

This mod is very much a WiP.  The only race with anything done is the Imerial Navy, and there are some balancing issues in the mod.

on Mar 26, 2010

hows the progress of the mod?  I love the game.. i also wish that HW2 would have that dam BFG mod that is in stasis come out.. .. BFG is jsut so dam badass.. and the spaceships just looke like what a space ship should look like if there were such things as Space warships lol if that made any sense to any of ya lol 

on Mar 29, 2010

also why are there two  download links? one for 163 and 109 mb which ones do we grab? i got a new pc with windows 7 so.. yea.. but harpo do you possible know what that problem would be under in the search cause i cant seem to find it cause my new pc even doesnt show the ships or buildings.. also that issue about the invisible stuff. i see the ships in vanilla game but not bfg.. im running 1.5 entrenchment patch its auto patched to that...

 

i also have just some ideas..  When ships are wrecked i suggest more than jsut an explosion.. but more like the ship  breaking in half or big chucks of the ships blowing off instead of the vanilla sins wreck. . also i was wondering.. but regular sins doesnt have it either, but is there any way to have turrets revolve? also is there any way to code in Ramming? i really do wish i could help idk how to mod or model ... and i hope this mod will flourish and end up as awesome as it has already been  

on Mar 30, 2010

neighbourkid, the reason for the two different file sizes is that different compression programs were used to create the two different sizes, the 109mb was done with 7zip and will NEED 7zip to extract it, the 163mb would have been done with winzip and can be processed even by windows xp and later and all compression programs.

regarding the ship breakup idea, yes it would be nice, BUT SINS is a 2GB dataspace program and the more meshes in the game the slower sins gets. and from what I remember, one of the main modders had tried this and found it made the game unplayable after a large battle.

harpo

on Mar 30, 2010

ah, ok. also harpo, would the reason everything is invisible is because of the current version of Ent. im running? im running 1.5 cause impluse auto-updated it to there and by passing 1.4

 

and that sucks about the breaking up of ships.. cause that would look neat =/

on Mar 30, 2010

neighborkid, the invisible ships/planets are due to a change in the required fx files, just delete these five files in your mod's pipelineeffects folder

GS_Asteroid.fx
GS_Planet.fx
GS_Ship.fx
GS_ShipBuilding.fx
GS_ShipPhasedOut.fx

then you will see all again

harpo

 

on Mar 30, 2010

teh mod only had GS Ships nothing else 

on Mar 30, 2010

then re-name the pipelineeffects folder so sins can not find the effects & see if that fixes it

harpo

 

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