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 48)
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on Apr 13, 2010
krackers87, what i did was i deleted the folder PipelineEffect from the mod and copy-pasted the PipelineEffect folder from the game..with all the files in it..and it works..i played games that lasted 2 hours and no freeze..
on Apr 14, 2010

i think that having the ships duke it out at close range would be awesome. also still running into freeze problems 

on Apr 17, 2010

I was thinking on making this mod, so I opened a new post and then I saw this LOL

It seems GREAT! From where can I get a vanilla Sins 1.16 version?

on Apr 18, 2010
nowhere ^^ sorry why do you even look for it ? the mod is for entrencment ( if you dont have it buy it !!! its worth)
on Apr 18, 2010

Tyraniiiids I know they are difficult to program but they are so cool and worth it. Pleaseeee!!!

on Jul 03, 2010

so im new to this whole mod thing and i got sins so i could play this BFG mod but it doesnt seem to be working right. I got the mod in and it shows up as an enabled mod but when i try to play all i get are the standard game races

on Jul 03, 2010

nvm i figured it out i had the mod files in an extra sub folder, this really looks great guys steller job i cant wait to see it complete

on Jul 04, 2010

Just to let everyone know I was also having a problem with the game freezing 15-30 min into it. I copied the games PipelineEffect file and replaced the one from the mod but it doesnt help if your playing against Chaos. I havnt tried against Tau or Orks but Id assume it would be similar if they arent complete aswell. The mod does work fine if your playing Imperial vs Imperial though.

on Jul 04, 2010

Yeah, I'm back, not dead (well, mostly) and I'll try to get this working with the newest patch asap and then get some tech trees and stuff in so I can call it finished. Or somewhat finished. However, I WILL NOT BE DOING NIDS unless a few prereqs are filled:

1) Everything else is done

2) Somebody is paying for the alcohol to drown the pain of having to do it. Most of the draws of the nids won't be doable easily or at all, and I'll hate myself for not being able to do any semblance of justice to it. The hive mind mechanic will be unworkable, melee attacks will suck and make me weep blood, and the customization and organic shapes will have the modeller rolling san checks till his dice are worn to tiny little spheres. Put bluntly, the nids have more actual work than the rest of the mod combined. I will try to get the four races we have into a decent shape in the next week or two though. Models may or may not take longer than that though.

 

Minor note: The reason I have ranges so long is so that we don't have to worry much about ships colliding. This got really annoying with sinslike ranges partly because it's something of a problem in sins and partly because our ships are so much bigger. I do have a question. I would very much like to make capships unlockable rather than one of the first things you build being a cap, so that players have some cruisers or something to back them up properly (naturally the tau will be a bit different, with the explorer coming early because it's kinda weak and they need the fighters, and the hero coming later to fill out their combat ships). Does anybody really object to that? (Note that I may after I try it out)

on Jul 05, 2010

Can I use it with Entrnchment v.1.051?

on Jul 05, 2010

loooseer
Can I use it with Entrnchment v.1.051?
[quote who=op]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

[/quote]to update the mod to 1.051 you will NEED to create a folder next to your current entrenchment 'mods-entrenchment v1.051' folder named 'mods-entrenchment v1.041' extract the mod into the new mods-entrenchment v1.041 folder(note should have it's own folder with the gameinfo/mesh/texture etc folders inside it), then download my mod updater OR modding utilities pack 1.1191+e+d.rar from the bottom (the reason is that the older versions that do NOT support the current sins/entrenchment are further up the post) of the op in this thread, extract ALL the files in the rar to a folder on the computer(could even be a usb memory stick), open the folder that you extracted the rar to, and look for a program called harpos sins mod updater, and run it, in the mod updater doubleclick on the mods-entrenchment v1.041 folder so that you can see the mods folder(s) inside the folder, then click on the '1. set source to copy from' button, the mod updater will then show the destination folder which should be 'mods-Entrenchment v1.051', if this is correct click on the '2 set destination to copy to' button, now click on the '3 copy and update the entity files' button, AND WAIT until the mod updater tells you how long it took to update all the files, then and ONLY after the how long it took is showing, you can click the exit button.

now start your entrenchment game, go to options/mods and enable the newly added sins of a gothic empire mod in the folder you created when you extracted it into the mods-entrenchment 1.041 folder, then click apply now play  a game and you will see the gothic ships & structures in game

harpo

 

on Jul 12, 2010

YAAAY im so glad to see a post from you Xthetenth . i had to admit , doughts were forming in my mind.

Im fine with ahing to unlock it but we will need somthing capitcal wise, maybe move the mars in to the capital ship slot or if you have time make a grand cruiser cap ship ( it can be use for both imperial and chaos)

I understand with the ship not coliding thing but maybe just shorten the range a bit mat be by a 10% or 20%.

Just my sugestion but i woudl obviously get the mod working with latest patch and then just get the chaos and imperials races done and dusted it that will keep us loads happy, fighting horus hersey and 13 crusaide battles till you can get the rest in over time.

keep up the good work

on Jul 15, 2010

Hey just an idea here but maybe the game could be configured so fleets are more along the BFG fleet rules ie unlimited escorts, two cruisers for a battlecruiser or heavy cruiser and two BC/HC for a battleship just so you cant stock your loot and push out three retributions and and emperor class and steam roll thru your opponents cruisers.

on Jul 15, 2010

oh and i dunno if im the only one but i feel like the ships move kinda fast considering they are supposed to be multi-kilometer long behemoths slowely crawling thru space taking days to go from sytem core to the jump point.

on Jul 18, 2010

Hail Followers!

I'm going to report because X is otherwise occupied at the moment (but i'll get to that in a sec)

We have a working version for the newest entrenchment patch thanks to our modeler of all people and i'm about to import the entirety of the chaos ships as soon as i figure out where i put the blighters, there will be a delay in releasing an official compatable version as we are experimenting with a new take on torps and giving them a 'closer to tt' feel (direct fire only and whatnot)

So in the next two to three major releases you can expect compatable with the newest patch +newtorps then chaos ships and after that i believe tau are on the agenda.

also i can confirm that the conversion method by harpo works if you can't wait for our release.

Prezo

EDIT: Due to the number of available ships for the 'crons what would your oppinions of making them a pirate esq race instead of a playable one. i personaly believe that this would be a better representation as crons only have about 5 ships and i dont feel that they would be too fun to play when thats all the choice you have. The dark eldar were already slotted for this spot and may be also included in the same role with the pirates varying between maps.

Doing this would slate the playable races as; IN, Chaos, Tau, Orks, Eldar (quite probbly in that order for release too)

 

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