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 50)
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on Jan 04, 2011

silentlord85
p.s. kinda makes sense too as fluff wise, BFG battles take many hours to days to conclude, due to massive weapons ranges and epic time to move the ships/fleets.
 

Not always. It really depends on fleet composition and initial engagement range. After all, a battle within low orbit of a planet would probably take less time (much shorter ranges).

Shmily123
saddly i don't think so probably is now dead

Until one of the mod team outright says so, it's safer (IMO) to assume hiatus due to RL.

pegasus62
If mod is dead is there a site where the efforts at ship designs, textures, notes and entity files etc can be cached for others to use privately to develop their own games further.

I have a longing for the game on some engine and a data cache may assist others in speeding up the process if there is a repository of all the work done on this project by others.

 

 

Entity files and stuff can be ripped straight from the mod files; you'd probably have to run them through an updater, but after that they should be able to work fine.

IIRC, the BFG mod entities are all in TXT format instead of BIN, so there's another bonus for you.

As for models&textures, DO NOT USE THEM IN A NON-WARHAMMER 40,000 MOD. This isn't a "you'd be using those models for a sucky purpose" so much as "Games Workshop (IP owner of 40K and Battlefleet Gothic) will slap you with so many cease&desist orders that you'd be lucky to find a personal email a month later".

GW is very protective of their IP; don't ever try and use the models&textures from this mod in another mod that mixes BFG with something else. A wholly BFG mod would be fine; a BFG+whatever else is not.

As for specialist knowledge of the game engine, the BFG mod team didn't have any. The only thing I can think of as being particularly special is the fact that the BFG mod team edited the Quick-Start settings for Entrenchment so that instead of being Quick-Start, it was start with or without a particular special unit.

And even then, most Entrenchment modders have successfully edited QS settings, so there's really not any "special" knowledge of the game engine.

BTW, most mods don't have a special "repository" that can be accessed by anyone; they might have some cloud service that lets them do on-the-fly editing of files, but generally speaking, neither you or I would be able to access it, unless one of us had somehow become a mod tester for that particular mod, or was part of that mod's team.

on Jan 04, 2011

gw is very protective it was nice of them to let relic make the warhammer 40k game though.

but this mod has been inactive for so long its basically dead even though the haven't announced it

on Jan 04, 2011

gw is very protective it was nice of them to let relic make the warhammer 40k game though.

Nice?  Only if you disregard the pile of money THQ and Relic paid for licensing rights.

on Jan 04, 2011

Shmily123
gw is very protective it was nice of them to let relic make the warhammer 40k game though.

but this mod has been inactive for so long its basically dead even though the haven't announced it

Except for the fact that, as Sparda said, THQ&Relic paid heaps of cash to GW for the licensing rights. Hurr durr.

But the fact is that the mod is still relatively viable; the only thing it absolutely needs right now is a modeler; and even then, quite a few of the ships are already done.

on Jan 04, 2011

da i know its still viable as a mod i wanted to work on this but i didn't know how to model and thats what they needed im learning know but its gonna take a while

on Feb 13, 2011

Hey, how come I have NO mesh's?  no buildings no ships only planets and astroids.

on Feb 13, 2011

delete the PipelineEffect folder in the mod.. or rename to PipelineEffectttt...

on Feb 13, 2011

better question does someone have a download they can repost ot the webs my download links arent working

on Feb 14, 2011

Dante551
better question does someone have a download they can repost ot the webs my download links arent working

I have uploaded to my dropbox my zip copy of the mod in the last released version

harpo

on Feb 24, 2011

hi i would just like to know why the ships and structures go invisible when there are done being built? is there a fix?

on Feb 24, 2011

just check the mod's PipelineEffect folder for the following files and delete them if found

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

ironclad altered the effects on these in 1.04 and the old effects no longer work.

harpo

 

on Feb 27, 2011

thanks harpo youre a lifesaver, well funmodplaying saver, all the same

on Apr 19, 2011

Right, this may sound like a bit of repetition but the fact you guys are still here kinda gives me all the reasons i need to punch the other team members into activity. Hopefuly we will at the very least be able to get a stable official version for the newest patch (thats all code work) if all goes well i will be able to thump our modeler into finishing chaos so we can get two races in.

 

Tl;dr : we're not quite dead yet

on Apr 20, 2011

thump thump.... not seeing a game yet!

on Apr 20, 2011

Right, this may sound like a bit of repetition but the fact you guys are still here kinda gives me all the reasons i need to punch the other team members into activity. Hopefuly we will at the very least be able to get a stable official version for the newest patch (thats all code work) if all goes well i will be able to thump our modeler into finishing chaos so we can get two races in.

 

Tl;dr : we're not quite dead yet

Laudate Dei Imperator-vivens Omnissiah aspectus qui conantur hoc splendidissimo vivit et!

(punch that into Google Translate, Latin->English, if you want to know what I said)

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