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!)
Perhaps make the Roks miny, mobile starbases rather than ships?
Think starbases are limited to one per well. Wish you could specify the cap per well on the entity file. That'd be awfully convenient. They're almost fully tested as being working right, though, and it's not too bad. The only thing is that turrets still fire when they get close, but oh well. It's as close as I can get.
You can specify the maximum number of Starbases per gravwell. There's a line in each planet's entity files. Its "maxStarbaseCountPerPlayer".
Good, but doesn't help in this case. The problem is that the cap for orks is the same as the cap for imperials with considerably more powerful starbases, which would make imperials ridiculously powerful. It's that I can't specify how many you can have per well by starbase type. That and the fighter ones are working pretty close to right. One last test then I release.
EDIT: I'm increasing the tac caps drastically, I'm going to let costs limit your defensive allocations and allow truly ridiculous late-game defensive setups if you have the cash, but it may well cost as much as a full fleet. Hopefully they'll be properly balanced for cost. so the ability to build up ridiculously would be counteracted by their price. Uploading imminently.
EDIT AGAIN: just load the ARC on top of revision 6 or a bugfixed revision 5. Enjoy! hope it isn't too horribly imbalanced or broken, but if it is, at least it's only 1.6 mb, so it's not a big deal to fix.
oh my god oh my god its here mty next fix, ooo , seriouly im quite worried they way im acting id make drug addits worry about me
i found when try to build some of the ork capital ships the game crashes, i cant rember wich one the first and second i belive in the list. ill grab the names latter for you
Very odd. You mean the battleship ones with wierd names? Also, are you running revision 6 or a patched revision 5? I'll try to see what I can do to figure it out, but I did not notice any errors like that.
hay i just went in to see if i would happen again and it didn't this time.. so may of been a software comflict. Where can i find error mini dumps if my game frezzes so i can send to you? oh and i took the files in revison 6 and over worte the ones in revison 5
I keep gettig random crashes, the last oen was when a slaughter class had just finished blowing up two of my dauntles ship so i sent a luna to fight it. thenthe game froze and crashed.
xthetenth-
if your trying to make the Orcas not expire, set the 'expiryTime' line to -1.000000. This will make them only be destroyed when they are actually, well, destroyed.
Also, a date/time on Tau models?
One last thing- can I certain code aspects of BFG Mod for my own mods (which will probably be released to the community), SO LONG AS I CREDIT YOU? After all, credit where credit is due.
ill keep playign what im playing and wait till the full release is there so i dont have crashes.... but finding bugs is always a task im good at
That's very odd, you might want to try redownloading a fresh version of revision 6 to base it off of, something odd may have happened with your copying. First redownloading the arc would be easier though. I have no idea what could be causing this, though, I'd need more information and I have no idea how to read minidumps.
I'm trying to chain them to their fleet to some degree. What I'm looking for is a working compromise between the ships carrying them like another fighter squadron and the fact that I can't make it work (explorers could run 11 mantas if I made them fighters). So as a compromise we get the 5 minute ability, which chains the orcas to the fleet and gets you some of their expense. However, that will work nicely for spawning ships if I could manage to make the same ability spawn a ship and kill the constructor. That does not seem to play nicely. However, if I were to make a starbase with a passive dot on self ability and the construction ability itself with the constructor, then that would take out the constructor nicely and leave no trace when it's done.
I think that's what i"ll do if I can make it work, but that will take a while, and I'm taking a few days off to get some retro gaming in. Psychonauts and Crimson Skies are both amazing games, especially from a story and presentation standpoint. Shame Crimson Skies has a graphics engine visibly older than xp, especially because it doesn't acknowledge the existence of pcie video cards. I also may con myself into thinking trying Viewtiful Joe again is a good idea, and that's soul-crushingly hard and might eat a fair bit of time . That and I've yet to get to my copy of okami.
No idea, not my job, depends on when prezo finds the ones we have done and what they are. They're the only ones we're likely to see for a while, since iNert is actually having to work for school (poor guy) and can't work on the mod for a while.
That's absolutely fine, all the coding I've done is perfectly fair game for other mods as long as it isn't used to represent GW IP in a way that breaks their rules, all I ask is that you tell me so I can help answer any questions and point out stuff that may cause issues with more mainstream mods.
I think it's fine, and it's only 1.6 mb if you want to give it a try, if you load it on top of your copy of revision 6 you can just disable it if it causes crashes. If you don't want to try it, feel free not to, though.
thank's very much for the permissions xthetenth.
It's mostly for a mod that I'm doing, called 'Empires of Old'. At present, two new races.
All the ships will have Missile (TEC, not Vas Phase Missile) and Autocannon weapons. Doesn't seem like much does it? It's not. That is just to help mesh it more easily with the Sins mechanic. Most of the 'weapons' will be weaponized abilities (Like the TEC Burst Rockets on the Gauss Turrets). And that is awesome, especially as it will be a multi-target system, meaning- NO NEEDING TO DO TARGETTING! Yay! (This is good for the not-so-micro equipped people like me. I just FF on some stuff and let the fleet run around or just hold position)
The two races are the 'Pan-Asian Coalition (PAC)' and the 'European Union of Systems (EUS)' (copyrighted by me as of now). A possible third, based on Israel, may be introduced.
i have downloaded a fresh copy of revison 6 put rip out revsion 5 form sose e put a fresh copy of revsion 5 in then copy the revsion 6 fiels over that over writing any files that if asks me if i want to. still getting crashes. what more info can i provide to help you?
I keep getting a runtime error when trying to activate this mod.
i thinkit might of been better just to of added the chaos got them sorted like you did the imperials, before thowing any other race in. No that i dont appreciate you putting the other races in. is the any way i can remove the ork and tau race to see if i get any crashes with chaos only. maybe it a memory thing for me
god sory me again, ive ive pin pointed it to when ever i am in a fire fight with a chos fleet (them being the enemy) i was using a small size fleet ( a cpital and 5 escorts0 against 1 slaughter class ship when the slughter class started fireing it started haveing little lock ups and when it blew up the game froze
PAC's been done by EA in battlefield 2142, and it was PAC vs. EU, so might not want to see if you can get a copyright.
Why not just totally replace the revision 5 folders with a copy of revision 6? That's how I tested it. I still have no idea what in the world could be happening.
You can just not make any other players into them, since iirc if you don't have a race being played it doesn't load.
And you can reproduce it by doing that? If so, that's incredibly odd and unlikely to be solvable by combing through the mod files unless you want to turn on showerrors or run the dev exe, in which case I want to know if you consistently get an error right before crashing. (be warned, there are a lot of minor errors to wade through, most have to do with the box not having a custom fit number of emitters and can safely be ignored.
Well that's very wierd. I know it works for me, I'd recommend redonloading the mod, and if that doesn't work, running with showerrors on and telling me what you get.
Damn, can't edit, so I guess I'll dp.
Do you have a savegame you can reproduce it with? That'd be a huge help, because I can't seem to reproduce it. If you do, try running it with the dev exe or showerrors, and tell me what errors you get before you get a crash.
i did try totaly taking out revion 5 and putting revision 6 but when i went to activate the mod,i get a minidup error and game frezzes i do havea save game of it and will tye hat you suggested and reproduce but im not a wiz much at this but i can get by
well, the PAC&EUS aren't the only ones in there, and the EUS also has some African countries in it's heritage.
Other 2- USAC (United States of Alpha Centauri), basically USA/Canada/Mexico/Australia/New Zealand
IRM (Israeli Republic of Mars), basically what it looks like
I'm surprised you noted EU&PAC w/ BF2142, Not many others would make that correlation. To tell truth, I am taking a number of things from 2142 (A-44 Doragon SMP, PAC, some others I'll likely think of that correlate), as I love that game. Runs a little choppy on my CURRENT computer (getting new one, W00T!<- what does this even mean?!), but I still love it.
I don't think I'll get copyright issues with it (EA doesn't really look around here I'd guess), and there is the fact that the EUS/PAC haven't been fighting a war for X amount of years from an Ice Age. The PAC will have the best Ice Planet pop upgrades (Russian Ancestry, gotta love it), but that's a 'heritage' thing. Each race is fighting because they want to return to empire status, instead of being stuck as a 'wandering governmental body'.
Uh, wrong thread I think.
That's fine, if you can download the sins developer exe, put it in the sins directory and run the mod with that and tell me if you get any errors immediately before the crash, that'd make it a lot easier for me to try and help you.
technically the right thread, we're on a bit of a digression because we're discussing his mod that might be borrowing a bit of my code, I don't know what yet.
Whiskey, sounds like a pretty decent idea (especially the ability weapons if you're masochistic enough to make them work), but I'd want to look at it in the detail that you could only give to it on its own thread, if you end up making a thread about it, pm and I'd be happy to discuss it ad nauseum until you even get sick of it .
thanks man. I'll probably start one today.
I don't yet have entrenchment, so I may be a little behind. However, from what I've seen, the mod team is making extraordinary progress.
Except for one crucial, easily fixable, unbelievably annoying piece.
Voice acting. While there is nothing per se wrong with SoaSE voice-acting, their way-too-eager, sir-yes-sir attitude grates on the nerves after so many hours of playing. Give me vasari (or orkz from DoW), or the arrogance of the Imperium.
I'd even be okay with varied voices, and/or more voices.
I understand that much of the mod requires extreme time and effort, such as skinning, building the models, programming, etc. This takes a few minutes, writing 100% of the dialogue for all races, and a couple of hours for all the recording. It would require at the very least a medium-quality mic, but I'm sure that someone you know must have such a mic.
Hoping for some truly awesome voice-overs,
Rafi
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