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 47)
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on Mar 31, 2010

ok i got it working, i deleted the only file and the ships appear now, but ive stumbled upon somethign else. maybe others get it but with in 15 mins into gam the game freezes, funny enough it happens when i click on the green button when you click on the planet, for more logistical support, first time it happend i clicke don my home planet logistic button this time roughly th same time i clicked on another planets logistic button after taking it over. game completly freezes, doesnt crash out to desktop jsut freezes.  trying to reduplicate the problem .. 

 

i know its been brought up before in earlier post a while ago, but i do hope the side batteries in the future releases sound more badass lol

EDIT- ok had the oproblem again, this time though my BB was attacking some other space craft but seemingly at the same time as the other games. so my thoughts are at a certain point the game freezes over and to me its at about the same time everytime.   btw im also running 1.51 not 1.41 running windows 7 if that has anything to do with it. 

on Apr 05, 2010

Im getting the same problem, although I am using Entrenchment V1.05 instead. I deleted the GS_Ship.fx file because I was getting the invisible ship thing too, and now the game is freezing at about 15 mins in. Though tbh it could have been freezing before I deleted the file, I just didn't play a long enough game before. Anyone got any ideas? Many thanks.

on Apr 05, 2010

Im getting the same problem, although I am using Entrenchment V1.05 instead. I deleted the GS_Ship.fx file because I was getting the invisible ship thing too, and now the game is freezing at about 15 mins in. Though tbh it could have been freezing before I deleted the file, I just didn't play a long enough game before. Anyone got any ideas? Many thanks.

on Apr 11, 2010

Same problem here..I'm using 1.05...same thing with the invisible ships, renamed that file and now i can see the ships...but the game freezes every time at about 15 minutes into the game...i really wanna play this mod, i think it's just fantastic..i guess i'll wait for the next version...

on Apr 11, 2010
i deleted the folder PipelineEffect from the mod and replaced it with the one from the game..and it doesn't freeze up anymore..
on Apr 11, 2010
i deleted the folder PipelineEffect from the mod and replaced it with the one from the game..and it doesn't freeze up anymore..
on Apr 11, 2010

i actually feel that the effects for the imperial transport ship when attacking a planet, could be used for the port and starboard weapon batteries on imperial war ships. i think it gives them more justice. just would needs some bad ass sound after that, and yes i think your fix worked i havnt crashed yet. 

on Apr 11, 2010

cancel that i jsut played for over and half hour and the game still froze  

on Apr 12, 2010
but i played for over an hour, and still no freeze..hmm..it's got to be something else that's causing the freezing.....i only play imperials vs imperials
on Apr 12, 2010
and can anybody tell me what files i have to modify to decrease the weapons range of all ships? make them more like in the original game..i enjoy watching fleet battles, but the ships fire at each other from such a long distance, that i have to zoom out in order to see all ships..and then i can't see the battle
on Apr 12, 2010
nevermind..i figured it out
on Apr 12, 2010

Radu1, the answer you seek is blowing in the frigate and capital entity files.

in particular each  weapon has it's own range value

Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "ANTIMEDIUM"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "PHASEMISSILE"
    DamagePerBank:FRONT 78.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 7820.000000

this is an example from the long range phase frigate

harpo

on Apr 12, 2010

Just a thought has anyone done anything about setting an ability with a random or percentage chance of success eg setting an ability for ordnance (instead of a weapon type for torpedoes still leaving 3 weapon types for ships/modules) and having it fail the check await until the cycle is complet and test again for successfull application of buff.

Pegasus62

on Apr 12, 2010
thanks harpo..i also doubled the hull points and the slotcount of the capital ships..now i have more capital ships, much more stronger, the battles last longer, and they start firig weapons from much closer..it's sooo beautiful to watch.....i set the range to 8000 to all weapons on the caps, from about 37.000 if i'm not mistaken...
on Apr 12, 2010

nevermind..i figured it out
Did you get it to stop freezing? How? I have the same setup and ran into the same problems as you, and got everything to show up but it froze 30 mins into it.

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