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 53)
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on May 28, 2012

warhammer, this mod has not had any updates since jan 2010 (over TWO years ago), so assume this mod has died.

harpo

 

on May 29, 2012

Harpo, I'm not inquiring whether the mod is dead or not, and I acknowledge the succession of 2 years with a lack of updates signalling the death of a mod. However, what I am inquiring into is if anyone has this mod on their computer and can upload it for all those who did not have the fortune to acquire the mod when it was still downloadable on Gamefront.

There must be someone, as I believe the download links were still active by mid 2011.

on May 29, 2012

I do have a copy of the 1.30 files for entrenchment 1.041 dated 18th jan 2010, and have not attempted to update or even load it into my current sins folders as the updating would need a re-balance for the updated game engine inspite of the mod being a TC.

harpo

 

on May 30, 2012

Thank you so much, Harpo! This has made my week. Is there no way to downgrade the fully patched version back to 1.041? I'd be eager to try anything to get this mod working.

Regardless, you have helped me immensely, my appreciations for that. 

on May 30, 2012

there is no way to backdate your entrenchment, BUT

I did release a mod updater, and kept it fairly up to date, and it MIGHT be able to update the mod to 1.053, but I would suggest testing the updated mod (after running the mod updater on it) in the dev.exe just incase it needs manual adjustments to the mod.

harpo

 

on Jun 19, 2012

Anyone still trying to make this dead mod work on entrenchment 1.053?

I tried to install this 1.30 BFG version harpo provided on entrenchment 1.05 (i think, that’s what the mod folder said, not currently on my on pc to check game actual version right now) but all models are invisible, i even tried disabling all effects and lowering model quality and such but to no avail

Any thoughts?

Fake edit: This thing had great potential.... if GW so callously hunts down and purge all BGF related mods, why doesn’t it realize that there’s a market for it and cash in? Or perhaps they are actually in talks with some devs as we speak…. Lets hope for the better.

on Jun 19, 2012

For the disappearing ships things, you need to delete a few files in the Pipeline effect folder. I know Ship.fx and Asteroid.fx were some of them. Maybe that'll help. But no, I think this mod is dead as they come, unless some miraculously decided to revive it for Rebellion.

on Jun 19, 2012

I'll check it out once I get home thanx.

 

By the way are you one of the moders of SW: requiem? if so great mod that one, really looking forward to the first great Rebellion mayor release. Sorry to hear it wont be easy to port diplomacy 3.5beta to rebellion though...

 Edit: Just to be sure, are you talking about those files in the core game files or the mod ones?

on Jun 19, 2012

patilludo
I'll check it out once I get home thanx.

 

By the way are you one of the moders of SW: requiem? if so great mod that one, really looking forward to the first great Rebellion mayor release. Sorry to hear it wont be easy to port diplomacy 3.5beta to rebellion though...

 Edit: Just to be sure, are you talking about those files in the core game files or the mod ones?

I am. I hope to have a final version of 3.5 out in the next few days, maybe even tomorrow.

The mod files, I also editted my post for the correct folder.

on Jun 19, 2012

Thanx again Goa, i actually did some digging and found this:

Quote
"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"

 

And no to derail this long dead thread but yeah, I didn’t even knew you guys still worked in the diplomacy 3.5 version, I thought that work halted for the upcoming rebellion so this is great news for me because, am a little hesitant to buy rebellion until  a requiem release comes out actually.

I have a confession to make; I have'nt ever, EVER, played vanilla SoSE. I got it just to play SW: Requiem.  

on Apr 21, 2013

Please tell me this mod isn't dead. I pretty much download Sins just to play something Warhammer-esque.

on Apr 21, 2013

This mod is dead; however, there are a couple other 40k mods in the works that will hopefully not die.

on Apr 22, 2013

As stated, this mod has died. But here are the two 40k mods currently being worked on:

https://forums.sinsofasolarempire.com/438961/page/1/#3315693

https://forums.sinsofasolarempire.com/440579/page/1/#3340945

 

on Dec 21, 2013

Can someone please post a link or upload the files for this mod, I would continue it but no one has any of the previous data. Making it a completely pointless venture. Anything at all would work (Except pictures)

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