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 9)
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on Dec 15, 2008

Only works on 1.1, 1.1 added some new data fields. The thing that might be a problem with that software is that it may or may not be able to open the right stuff, and if you're messing with potentially crippled software, you might as well get a demo of something that's a known quantity.

on Dec 15, 2008

xthetenth

How are you going to implement the Tau escorts who doesn't have warp capabilities? like the warden and orca.

No idea as of now, an ability on the ships might work. Give the ships the ability to spawn the orcas for cost (added in 1.1), and give the orcas the ability to dock and restore the % of hp they have left. Should work okay, but I'm not sure.

 

 what you could do is give it a pasive ability that slows the phase speed by 500% or somthing.(to simulate STL drives) this makes it the that they can still make intersteler trave but it takes some time 

on Dec 16, 2008

what you could do is give it a pasive ability that slows the phase speed by 500% or somthing.(to simulate STL drives) this makes it the that they can still make intersteler trave but it takes some time

The thing about it is that we want to make orcas carryable by tau caps, it's a really tricky effext to do right, because they shouldn't be able to jump. Like only a ton of chainable effects could make it work, and it'll be really annoying.

on Dec 16, 2008

You aren't planning on making Orcas AC?  That's the closest thing I can think of to "carryable".

on Dec 16, 2008

Yeah, that's one problem and the other is that the ships that carry them have orcas and AC, so we can't really do that.

on Dec 17, 2008

While I barely touch this forum, despite its obvious superiorty to the ones I frequent *cough*failplanet*cough* , I felt that if nothing else, I could say I fucking love you guys. So many BFG mods have surfaced for innumerable engines, never to see the light of day. Yet even now, I can watch my pink Retribution Class Battleships tear into their identical brethren. A most uplifint start to what I hope will be a long-lasting modification. I'd offer support in any way I can, but my 3ds skills are just passable, I can't texture if my life depended on it. All I really know is fluff. Lots of it. Unhealthy amounts of it. But regardless, keep up the good work, I look forwards to seeing un-tiny'd battleships and the vile slaves of the ruinous powers. I actually don't mind the pink battleships myself, always brings a smile to my face.

Edit: So I've played a medium star system on medium to its conclusion, and I have a few thoughts. Firstly, you all did a good job with the sfx work, only thing about them that bugs me is I always thought Lances were blue for some reason, but I have sense that it's I that's wrong there. Anyways, as for units in the game so far, the only thing that's jumped out at me balance wise is the Gothic Class Cruiser. The AI builds them like nuts, and their massed lance/torpedo barrages chew threw everything (Two Retributions, One Emperor and 3 Lunars lost to about 6 Gothics. I know they're supposed to be primary used against heavy armoured targets, but losing such expensive units in the blink of an eye seems a bit much. As for bugs, I noticed only two; the repair station doesn't function and fighters, when lost, are not re-produced by the carrier in question ever. The unit seems to believe the squadron is still at 100% despite being very dead.

Emperor Protects.

 

on Dec 17, 2008

major if you want to help get on msn and maby you can help me get ships in game. while there are benifits to one person doing it those benefits do not include speed or my sanity =P. its prety easy when you get the hang of it.

anyone who wants to take me up on this offer i'm willing to walk you through anything you dont understand just contact me via msn on jjprezo (at) hotmail (dot) com. you'll help us get it out quicker and the production wont stop as soon as i go on holidays =P

on Dec 17, 2008

As for bugs, I noticed only two; the repair station doesn't function and fighters, when lost, are not re-produced by the carrier in question ever. The unit seems to believe the squadron is still at 100% despite being very dead.

Got the repair station, it needed a research it didn't look like it needed, which is now added, but I'll take a look at the carriers to see what's up with them. When that happens, could you do me a favor and look at the empire tree to see if the fighters are still theoretically in the system, and if so double click them to see if they've gone way outside the grav well, because that is something we're having rather big problems with, and it may be the cause of what you're seeing. If not, I'll try to see what's causing it.

on Dec 17, 2008

For the orcas, would there be a way for the ship to have a max assault craft for one type? You could make it Max three orcas for Explorer (wardens for custodian) Max 2 for merchant ect. and the rest can be fighter and bomber squads. Don't even know if this is possbile, just a thought.

on Dec 17, 2008

That was me lol -----^

 

Was accidentaly logged in as thrawn

on Dec 17, 2008

I'd certainly lend a hand Prezo, I however only have access to gmax, rather than a full 3dsmax suite, and there's a store not far from here I could pick some of the BFG models up from for referance...I hope. Im out of town for the next two days, but I'll give you a shout on msn after then (the_cdn_mob [at] hotmail [dot] come).

Just don't ask me to do Tyranids, I have an artistic capability for machines, but nothing biological.

on Dec 17, 2008

With this beta up - just a question did the boys developing mods for other platforms eg hw / hw2 join on as some of their stuff looked good

on Dec 18, 2008

major it doesnt inculde any actual modeling and the program you use for it is free although if you want to help inert with the models i'm sure i can assist you in getting some programs that will work for our purpouses contact me on msn

on Dec 18, 2008

With this beta up - just a question did the boys developing mods for other platforms eg hw / hw2 join on as some of their stuff looked good

Nay, they didn't to the best of my knowledge.

For the orcas, would there be a way for the ship to have a max assault craft for one type? You could make it Max three orcas for Explorer (wardens for custodian) Max 2 for merchant ect. and the rest can be fighter and bomber squads. Don't even know if this is possbile, just a thought.

Not that I know of.

I'd certainly lend a hand Prezo, I however only have access to gmax, rather than a full 3dsmax suite, and there's a store not far from here I could pick some of the BFG models up from for referance...I hope. Im out of town for the next two days, but I'll give you a shout on msn after then (the_cdn_mob [at] hotmail [dot] come).

Make me a dauntless! (Ignore that, I'm just something of a dauntless fanboy)

 

EDIT: Just got into New York, and our internet is acting up, so don't expect me to be on all the time.

 

EDIT AGAIN: internet's good now.

on Dec 18, 2008

xthetenth

Make me a dauntless! (Ignore that, I'm just something of a dauntless fanboy)

 

How about an Enforcer Class System Control Cruiser?

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