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!)
Tyndaria, sorry about the late response, meant to get to it yesterday, but steam's browser ate my post (no more posting while feeding my empire total war addiction, I guess).
I'm almost definitely going to do something to make the ranges smaller proportionally, don't worry. I'm leaning towards making the ranges bigger so you can make the fleets a bit looser so the ships can support each other without ramming each other, but that's just my opinion. The amount I'm looking at is about a 50% increase in range, maybe a bit more so that only nova cannon can engage enemies next to the planet when they jump in. This should also give escorts the room to outflank enemies' fire arcs and make them more effective.
Yeah, I'm not sure on the pricing. On one hand it does preclude large battles early. On the other, it keeps the battles in a smaller range where they avoid the problems we're having with large battles being likely to kill ships very fast, and they tend to be more tactical at smaller sizes. However, I do think that frigates should be slightly cheaper (not too much, cobra spam is rather threatening if alarmingly vulnerable to bombers. Still, once you get to later in the game when cruisers are at risk, the attrition frigate squadrons'll take will be balanced by their quick construction and cheapish price compared to cruisers and the fact that the odd cruiser might get taken out. The prices also make rebuilding a bit slower so the winner can capitalize on his victory, at least until the transports run out of antimatter. Once the research is made, it could well make larger fleets work better, in which case I would make it easier to get them.
I would highly recommend using cruisers as the backbone of your fleet because they're pretty much the best choice to absorb damage with and let you pin down the enemy and outflank with your escorts to keep them safe. Well, experienced battleships are just nasty and can help a lot but deliberately risking them might not be the best idea. If you're doing that, I'm not sure what to advise other than if you're even with the enemy, luring them into range of your defences could work well (although they really need a price drop).
Yeah, I'm still thinking of fleet names, but the segmentum fleets might work, I'm not sure about that. Some generic naval unit designations might work as well, and full segmentum fleets duking it out would end the imperium so that's an issue. And yeah, I'm thinking about 5 or so markings for most races along these lines, Chaos star and the gods' symbols for chaos, Tau sept insigniae for tau, Eldar craftworld runes, Crons various glyphs, a dark eldar symbol or two, some marine chapter symbols for the most common ones (don't worry, I play templars, I love assaulty marines, so space wolves symbol is in and so is the blood angels one for sure), ork clan insigniae and I'm not entirely sure what for the imperium.
Maybe make the imperium insigniae those of the major organizations? So you have the =I= seal, the admech crest, the aquila, the navy crest and so on.
Wish we could, however I do think that I'll make the frigate shipyard able to repair multiple ships while the capital shipyward can repair one ship quite fast.
And me I thought that it was pretty good/well done and good enough to stick on the main post. However, by the time you get back, I'll probably have released the patch thingy which among other things will make large mixed fleets act and look better and fixes the battleship exhaust. (There's a lot more, but those are the main aesthetic things).
Yeah i can't seem to get this mod to work. I keep getting mini-dump errors each time i try to load it.
Hmm, that's odd, what version of sins are you using? I know it works for entrenchment 1.02 and it should work with 1.03 without complaint. If you don't have entrenchment, I'm sorry but we're going to need it for features we're going to add. If you do have one of those versions, I don't know what the hell's up but it may be fixed in the next version when I make it natively 1.03 (it was made with 1.02 entities but works with 1.03 for everybody on the team so it should work for everybody). If you are running 1.03, could you try loading it with show errors enabled and tell me what it says before it minidumps if you know how to? Thanks a ton and if you don't know how to run sins with show errors enabled, don't worry about it.
Hi all. Been lurking in this mod since the beginning, great to see things back on track. The mod is great the ships, and the new structures are great aswell. I never played BG but i did play 40K for a few years and still enjoy it from time to time. I had an idea about the cost of ships mentioned further up. You could use a research option to lower the cost of ships, place it maybe at level 6 or 7 in the research panel, it could be called forgotten building techniques, that the mechanicum found. It could reduce the price of frigates and cruisers by a set amount maybe 25% or someting like that. That way you could avoid frigate spamming early on and allow for larger battles in the late game. Just an idea I thought might work. Once again great mod.
xthetenth there is a significant change in the entities between entrenchment 1.02 & 1.03 that does cause minidumps
the added line is the rendershields (true of false) after the sheildmeshname
eg
ShieldMeshName ""renderShield FALSE and
ShieldMeshName "the name of the mesh for the sield on the entity"renderShield TRUE
hope this info helps
harpo
Okay, good to hear an explanation, I did not notice it causing any problems, so I thought that entrenchment was handling it all right. Apparently not in all cases, so I'll fix that immediately.
the minidumping is mostly when mods are stacked, and if there is a ship,planet or planet module in a mod in the stack without the rendershields line there is a significant chance of a minidump
Ahh, gotcha now, I'm cleaning it out now regardless, but just know that basically everything's changed in this mod so that stacking mods is a royally bad idea. Mostly that's because all the armor types are entirely different and all the planets are changed. Also, I've been something of a lazy bastard and haven't fully made the mod use new file names so some things might be overriden oddly. However, if that is the case that it's stacking related, I'll put off releasing the patch till sometime most likely next week when I've got all the current issues done and gotten in a bit of testing. If you can't get it to work even if it's the only mod you have, I'll send you the revised gameinfo folder once I've gotten all the version mistakes worked out if you pm me.
Thanks a ton for the help, harpo!
Im new in Sins my Questions is there any version of this mod für Sins of Solar Empire version 1.17 the version ive downloaded didn,t Work
kacklabble, the mod is for entrenchment ONLY as stated at the top of the OP
I do believe there is a way to make it work, somebody else on the modcraft thread got ti working, it had to do with deleting old files, I'll try to get you the method.
Other note, once I get the dauntless class light cruiser models from inert I'll be releasing the patch which should fix a lot of problems. The most improtant stuff I've dealt with are the issues with stacking (it's now truly native 1.03 entrenchment, I fixed that screwup), reduced transport damage to bring up logistics more often, increased gravity wells, fixed weapon effect speeds to be faster than ships in all cases, added shields to all three gun platform types (and added the weapons battery and torpedo kinds), reworked colonzation researchs so both mining worlds and energy asteroids need just one and nerfed turrets a bit. Finally there will be two (maybe three) new ships, the torpedo and lance nosed Dauntless light cruiser and maybe the attack craft carrying version.
Finally there will be two (maybe three) new ships, the torpedo and lance nosed Dauntless light cruiser and maybe the attack craft carrying version. Sweet! Looking forward to those.
Finally there will be two (maybe three) new ships, the torpedo and lance nosed Dauntless light cruiser and maybe the attack craft carrying version.
Sweet! Looking forward to those.
Suggestion for new capital ship --> Avenger Grand Cruiser (Pwease ) I know I've said this before but it is the most unique GC in my opinion and you don't really need ALL of the variants (unless you want) The Imperium is going to need more than 2 capital ships.
PLEASE RELEASE SOMETHING WITH TAU AND SPACE MARINES!!!!
THEY ARE THE BEST (EQUALLY)!!!
FOR THE GREATER GOOD!!!!/COURAGE AND HONOR!!!!
Yeah, I know about the imperial/chaos generic gc, I just don't know where to come by pics and my camera's so bad I'm not likely to buy one. Do you have one? If so, the best way to get it in is to give us a side view, top and bottom and front views. Also, I'm so gonna dispute that uniqueness claim in favor of my favorite chaos ship, the repulsive. First off it has a unique chassis and all that, and it also has sweet nose weapons and a dorsal lance battery to go with its heavy guns. I want that, but really, if you want that ship, we need pics.
Tau are most likely next major race after the 'crons. They have the easiest gun setup to make work with abilities for multiarc weapons. Which is good, cause tau are my first 40k army and I loves em. The spess mahreens are sometime, not sure yet. I need to figure out how to make mahreen color schemes work though. it may be texture packs for your favorite chapter or something else, I'm not sure.
I've got a few quick suggestions if you don't mind taking the time to read them.
How about a space marine strike cruiser as a heavy cruiser? It could be an expensive but incredibly effective planet assaulting addition for your fleet once you reach a certain research level (those Imperial guard transports are fragile, but I think it would be good to have something more durable and effective later on in the game). And you could add a Space Marine Battle barge as an effective and very durable flagship to spearpoint your assaults. I'd say that it would be a serious threat to any enemy planet but as such, would be a seriously expensive Capital and require a very high level of research. Much like a Titan class ship in other mods.
That and you really don't need to cancel out the vanilla races in the mod just yet. The current release would be so much better if you left the default models in game and replaced them every release. The same process would work well for the research as well (at least from a gameplay perspective. I've no idea whether it's possible with the coding you've done so far.), and allow for the construction of space stations until such time as you have the game modded to your liking. I hadn't realized that space stations had become such an incredibly important part of my strategy until I was missing them in your mod.
Watching random beams shoot out of technicolored cubes kind of put me off, which is kind of a shame because I really dig what you've done with the gameplay. Good job so far though. Keep it up.
Strike cruisers are actually light cruisers in tt (and consequently the mod), they just aren't nearly as big, but they're very well armored so they're nearly as tough as full cruisers. Plus, the space marines are their own race with their own setup and goodies. Plus, the battle barge is just a very very large battleship (second biggest after the necron battleship and almost as tough).
The titan level stuff is gonna be a lot better, but very rare. The imperial one is going to be the ramilies class star fort. On its own it's roughly equal to a midgame fleet in power. Each quadrant can outshoot a battleship handily, it gets 16 fighter squads on its own, 4 battleships worth of hp, and on top of that you can add the rest of the world's defenses. The downside is stuff like that is going to be limited to only a few per game (and lost ones count against the limit, you'll be given constructors at the start of the game and that's it). Other stuff we've been thinking about making 'titan class' for their respective factions is the chaos planet killer (guess how that does at bombardment), an eternal crusader style ship fortress monastary (the eternal crusader is a giant oversized heresy era black templars battle barge about as powerful as two battle barges with docking bays big enough for escorts).
Anyway, less about titan class stuff and more about what the imperials might get. The imperials are the turtling race, their tactics tend revolve around absorbing the enemy's attack and then following it up with a counterstrike while the enemy's weak so the transports are their main assault option. The tau are more of a fleet based race with neutral priorities, they can mount a mobile defense or attack with equal ease and hopefully all carriers will be able to launch a few waves of troops mounted in mantas (but I'm not sure how that'd work quite yet, and about all their caps are carriers to some degree) and chaos is all about the psychotic attack so they should get occasional nasty stuff and their titan is the planet killer which is going to be able to pretty much instagib a planet (although it'll be habitable after a little while, but their style is mostly attack till the enemy fleet tries to stop them, kill it and keep killing and taking planets with transport mounted traitors and the odd marine raid/assault, so leaving planets to a mop-up wave of transports isnt' a big deal).
Also, we've been considering making some source of severly limited (IE set number in a game) allied ships, and one the imperials would get is an inquisitorial black ship, which will definitely have some serious planet hurting capability, but you wouldn't get but one or two. Same goes for traitor marine ships in chaos and deimurg for tau (well not the planet hurting but the limits bit), so something a lot like your idea might just happen (plus the modeller found a basis for the model that he loves, always a good sign).
We do need to cancel out the vanilla races, it physically doesn't work with the armor/damage types and having them would violate GW's IP regulations and end up with the mod destroyed or something. I have no desire to make lawsuit bait. Researches are coming soon, and they'll be rather different, we just want to get the ships and basic mechanics working before adding research. And don't worry about star bases, quite a few of the races will get them, including the imperials (soon), although the imperial one will have quite a few civilian options as well as the traditional defense stuff.
Defensive buildings are coming soon, don't worry. They're the next thing I'll be chiding the modeller to make =p. Well, those and the starbases. They won't be in the patch I'll release tomorrow or so, but the next version will have them. Glad to hear you like the gameplay.
And seriously, I'm a huge fan of long posts, especially about my mod, so lay it on me . Just don't be surprised if I have a lot to say in reply.
Wow guys, you have really come a long way! Dunno if you remember me, but I was around when you guys started out. I dont have entrentchment yet, so I cant play test just yet, but i will soon. Keep it up, your all doing great work! Once I get entrentchment, Ill help any way I can. One area I figure myself to be good at is filming/film editing, so I can make some trailers for you guys if you want? Just a tip (I know it was rushed) but in that IN trailer up top, dont pan so fast, takes the scale/majesty out of it. Otherwise, it all looks awesome so far!
You can still put repulsive in for chaos only and then avenger in for imp only. Makes sense to me
I remember you back when you were galacticacag (think I got the name right, but I remember the change). I was actually wondering whether that was you who submitted a mix of IN ships and space marine ships to gothicomp. Thrawn knows it's poor by his standards, he slapped it together in a night before he left for vacation. How've you been? Also, glad to see you back.
Once we get the avenger style hull, the 4 versions of it should be a relatively simple bay swap.
Important question, does anybody know how in the world the line: firingAlignmentType "Default" can be changed to make the dauntless fire its strong nose lances rather than its weak side guns?
Yeah those are mine in Gothicomp. Ive been meaning to finish up my Chaos fleet to submit this year.... but the combination of it being yr 12 and a new zealand ski trip in 4 days makes it hard =P
Im great thanks. So did you want me to make a trailer (Once I have entrentchment)?
Also, last I remember, you guys were having trouble finding someone to do textures, who did you find in the end? They look great BTW =]
I'm trying to get a chaos cruiser together for that, but other than the sweet bridge which isn't a particularly impressive conversion as gothicomp conversions go most of what makes it good is metallic gold and a deep blue enamel paint, and neither can stand up to really good detail work or non metallic metal painting. Plus, I'm not quite sure how to paint it. If I can get a focused picture of it, I will post it though. It does look rather nice even if it is a simple scheme (thousand sons if you haven't guessed yet).
I think thrawn's already volunteered to clean up/redo the one he's made once he gets back from vacation, but there may be a few things that could use videos.... (cough ramilies cough) and if you want to do them that'd be great.
Actually inert. He's about as good at bootleg skinning as he is modeling, but he's not much of a fan.
Anyway, I'm getting held up on the patch, but it'll turn out to be a lot better than it was going to be, so please bear with me.
Heres a bit of a WIP of my Chaos fleet (This is only a couple of the ships, but the scheme is the same throughout the fleet)
Just gotta do all the metalics and details, but otherwise the main colours are there.
Got any shots of yours so far?
(Soz for thread hiijacking lol)
I don't have a good enough camera, but I do have some incredibly blurry shots of the bridge conversion here: http://s117.photobucket.com/albums/o42/xthetenth/bfg%20ships/
The painting isn't nearly done on that one and I'd made some mistakes with the gold. It's a very simple scheme, though, the blue provides a nice varied base for the gold detail. Looks sharp, easy to paint (relatively, can't get the gold to stick if I drybrush), but not nearly as technically advanced as yours. My skills are more in nifty and easyish conversions anyway, although that only happens to my chaos ships.
Now that I get to do an update that gets attention without double posting, might as well show off one of the (good) things that's causing the delay in the patch:
Now all we need to do is make her work as well as we can and she'll be ready for initial testing. Looks good though, and the emitters are fine. Be warned, you may need to take a free upgrade or two once you've set it up. Not sure about that.
Ok this may've been answered before but I really dont want to read through 17 pages of stuiff to look for it, usually I would but I'm tired. Sorry. I really want to play this mod but its not installing right. I copied the mod path exactally as it said in the entrechment mod bit. C:\Users\My Name\Local\AppData\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03 I extract it to there and then I open up the game and nothing. I can't figure out what the problem is, and any help would be really appreciated because this mod looks and sounds amazing so far. I have vista in case that matters.
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