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 cruisers pummeling a Dictator class cruiser with lances and torpedoes
Retribution class battleship firing its prow lances and torpedoes at an enemy cruiser.
Finally, the trailer for the Imperium (thanks again, Thrawn!)
Please! message me when the tau are added!
Newest version out HERE.
Anybody want a game? Just ask, I want to play against a human, the AI isn't the brightest thing out there.
We're also looking to organize a multiplayer mod game each weekend, how many of you would be interested?
I'd be in on that
I like the middle color scheme most.
too bad we can't have dual color schemes.
two team colors? yeah, that'd be sweet. Definite shame, but we make do with what we've got.
I'm free for a game pretty much every night, being a college student is sweet.
downloading the news right now. will let you know what i think when its done.
Emperor's blood, IT"S AWESOME. It needs some work though. You need to include some planet bombing ships in there.
This post does not exist.
Transports. Right now they can bomb, but it's a placeholder for them sending down gibbering hordes of IG conscripts/daemons/kroot, but they're what you need for all your planet taking needs. They're not that expensive, but given the new heights the mod takes fragility to, managing them gives you an intentional bit of logistical management. They're based on the transport from the campaign section of the rules. They're as durable as an escort (IE NOT) and rather sluggish, don't even try taking them into battle.
well, just played a game, and the defenses need some serious TLC. 70 bomber squadrons over a single planet from defenses is doable, and not for too rediculously much. I think I'll drop the max tactical spots a bit and up the cost of hangars to two tactical slots. Sound good? All in all, I see 20-30 bombers over a planet as reasonable if you want to spam, seeing as a good fighter screen will cover a fleet for long enough to kill the hangars, and it's not too cheap for the opponent. Also, ranges need to be upped, and that's only the most readily apparent stuff. Anybody disagree?
Yeah, considering one bomber took out like a third of a cruiser's health, I think you should lower possible squadron count. And yes, ranges for cannons need to be MUCH bigger (3 times?!)
ranges are going up, that's for sure, but remember that a bomber actually hitting home is rather rare. It took a rather long time for 70 bombers to light up an Emperor. Keep your cruisers close and bombers won't be all that threatening, but nova cannon will be all nasty. It's all about managing the situation, and not getting overwhelmed by bombers. I will look into how much damage bombers do, but they seem to generally be about right now that turrets mean the devastating hits they can land aren't all that common.
Just found a rather interesting glitch (i think). It seems like strike craft are teleporting out of the system entirely (as in not even around the same star anymore)
No, they just go up and up and up and up and up... and never come back down
Well, ya see, the pilots are a bunch of cowards, so I've assigned commissars to the craft, but the commissars don't know how to fly, so once they execute the pilot the fighter goes hurtling into space. =p
Nah, I don't know what's up with it. I'll try to figure it out eventually, it's just quite elusive.
Could be one of two things IMO.
1) The spawner triggers them threw an ability that gives them too much impulse upon release making them "fly off".
2) The strikecrafts speed values are either too high for acceleration and decelaration too low making it no being able to stop on time.
thats how far my knoledge of strike craft goes
think it may have been misspelling hangar in the mesh. I'll wait to ask iNert how fixing his mistake went.
Random question: anybody know if the imperial stormtroopers are plastic? it says they come with options which leads me to think they might be.
As in these old crusty looking things?
meant the kasrkin, but whatever, if I go guard I'll get some anyway, so it's a moot point.
no, they're metal as well. i use them as Inquisitorial Stormtroopers for my Grey Knights army.
Do I have to buy more to get 10 without needing flamers, because I really don't want flamers (grenade launchers are fine, makes 'em look like swat teams. also, anybody more up on their GW goddip than I able to confirm whether the guard codex I hear things about is coming out? (I almost hope not, I really don't want special characters to decide your special rules, part of my imperial guard strategy is being able to tell my opponent the most important thing on the table to me is a junior officer, and there's nothing to focus fire on).
Dilemma: I'm trying to design a guard army, and I've learned the hard way there isn't enough cover out there to keep two heavy weapons platoons safe, so I'm sticking the heavy weapons in my infantry squads. So I have a bunch of heavy weapons to parcel out to my guys, and I'm thinking about giving my hq squads (junior officers, no big deal) the lascannons so fewer lasgun shots get wasted. Is this a good idea or is meatshielding them in a ten man squad a better idea even though it wastes about 12 lasgun shots all told. I'm thinking giving my infantry AT squads of 10 missile launchers.
Wow, that's a lot of OT. In other news we're doing well, but whenever I try to work I keep thinking about this guard army I want to make. Could you do me a favor and propose various types of planets for when I stop being distracted and get to work?
Obviosly:
Forge World
Holy Meca
Craft World
Just for the hell of it, I would include Metropolis worlds, and make a map with only one of them and call it Holy Earth.
Some Kind of Backwater Planets
ect (in other words, I don't know what else.
okay, sorry, I forgot to include what I already have (I'm generally following the _________ world trope to the letter)
(As you'll gather, danman's been extremely generous enough to let us use the sins plus meshes, so that'll help us get the planets looking good. Thanks!)
Forge World:Resources: None, they're all long gonePopulation: MediumAppearance: Sins plus urban/industrialExtras: some means of boosting production, high logistics slots for now.Bastion World:Resources: Not many (1 asteroid each or so)Population: lowishAppearance: Sins plus industrial/RelicExtras: high infrastructure, very high tactical slots, perfect for bottlenecksAgri World (may not appear for a while):Resources: pretty good (like 2-4 asteroids)Population: MediumAppearance: Sins plus paradise/Stock terranExtras: Empirewide boost to population/credit productionMining world:Resources: good-excellent (like 4-6 asteroids)Population: lowAppearance: Stock Volcanic/Sins Plus BarrenExtras: nothing special here, just a lot of resourcesDeathworld:Resources: fairly good (2-3)Population: lowAppearance: Stock Ice/Volcanic(?)/Desert/Sins Plus Swamp/ForestExtras: Huge infrastructure, takes a lot to capture oneHive world:Resources: low (1-2)Population: frikkin 'ugeAppearance: Sins Plus UrbanExtras: an above average infrastructure (See armageddon)
Inhabited world:Resources: medium (2-3)Population: mediumAppearance: Stock terran/Sins plus savannah/forest/old naval baseExtras: nothing, just blandAsteroid research facility (really rare):Resources: nonePopulation: none (no taxes levied)Appearance: Stock asteroidExtras: research bonus, infinitesimal infrastructure
You could borrow the ability it already has of doubling ship production speeds. Or if that isn't sufficient for a Forge World you could triple or even quadtuple it. That would defintely make them worth fighting for. Also, gas giants could be implemented somehow since they have lots of hydrogen in them and shipboard fusion reactors need that for fuel.
P.S. Can't wait for proper tech trees. Chaos will not be denied Chaos technology!
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