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!)
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.
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
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.
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.
That was me lol -----^
Was accidentaly logged in as thrawn
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.
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
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
Nay, they didn't to the best of my knowledge.
Not that I know of.
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.
How about an Enforcer Class System Control Cruiser?
Nah, I WANTS DAUNTLESS! I honestly don't remember what the enforcer is.
It's on a dautless frame, but carries attack craft. It has a prow lance battery.
ah, that one. got the unofficial ship compendium, do ya?
2002 Annual, actually
Ok, computer has been reformatted and kath( ) is busy with family, so im free to do what i want (finally ) so I can finally download your beta. Thanks for releasing it, ill test it straight away.
A Dauntless eh? If I am promised a cookie for completion, I may consider it.
I have now returned to my place of habitation, and given the amount of snow and ice outside, i won't be leaving for the foreseeable future, so give me work boys.
Aww man, you get snow for christmas? No fair, all I get is bushfires and arid sun. On the plus side, its beach season!
Yeah, new york city got a white christmas, which promptly became a sludgy gray christmas and finally a filthy brown sludgy christmas. Fun!
I'll give you a controlling interest in chips ahoy if you get me a dauntless! Well, that or a cookie, I'm kind of spending a lot of my money on my black templars, so I may end up poor.
Speaking of getting things done, I'll try to get the planets and nova cannon done soon, but I make no promises till after christmas, I'm still stuck on my gleeful ff8 nostalgia binge (why is it that I hate jrpgs and love that game even though it's got the worst bits of the genre in spades?)
See, you shouldn't have mentioned controlling interests in Chips Ahoy, as now you've raised my bar in what I expect. A single cookie will no longer suffice.
Also, due to a blizzard currently enveloping Vancouver, I can't actually get anywhere near the games store without freezing to death (-20 with wind chill right now), so referance materiel will be rather spartan.
Looks like your dauntless will have to wait
well i'm on holidays now so i wont be puting any ships in. but last i heard from inert he was working on the light cruisers so it might be a waste if we get you to do it.
in other news i hit a lan party on the 20th and my mate who took me there got me an early christmas present of entrenchment so i duno what i'm gona do about testing. otherwise entrenchmen is totaly worth the moneys.
i'll be back home round the 30th sso new models should start coming back around then.
Very nice. Are there any plans to include Eldar or the IN from Armada?
yep we plan on including everything from the official books in some form (except for maby blackstones) and some of the unofficial stuff too also guys i'll be home by the 30th s i'll get working again then
Any possibility that you could add simple textures to the IN ships that are up. I would love to get a better view of the model but the black silohuet kills it for me. Also, I would recomend re including the models for structures, construction craft, and colonizers since it won't kill apearence to much, and they may not change at all anyways.
i'd love to put the old orbital structures and consruction craft and that stuff... but that could lead to a quick ceace and disist order from GW as we are not alowed to have any ip other than GW ip and things that fit into the GW ip
also puting textures on them is easier said than done as if we dont do it correctly it will just be a multicoloured mess and that wont help you anyway. we are currently working on some textures for the ships but they are having a few problems with the team colouring... i'm almost concidering abandoning team colours because the icons above them show prety plainly which team they are on. doing that would give us 3 ships with prety basic textures (the sword and the firetorm and the appocalypse Battleship)
Prezo, I agree. IMHO I think textures should be a primary concern. Given the choice, I'd much rather wait on team colours.
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