WARHAMMER 40K: TIME OF ENDING is a Sins Of The Solar Empires mod based on warhammer 40k universe. Command mighty space vessels of Imperial Navy to crush enemies of the Emperor , or take control of many aliens and heretics who oppose mankind. Destroy your enemies , and be the only one left in Time Of Ending!
Please note! This mod is completely unofficial and in no way endorsed by Games Workshop Limited! Gameplay and information may not represent accurately the universe of warhammer 40k.Also many of the features of space battles based on warhammer 40k are not done the way , they supposed to be in this mod, but it will try to do its best.
Now lets get you a fleet to command!
First of all. This mod will try to get perfect balance between fluff and tabletop game. So expect races like Orks launching waves of ships , while Eldars will only get there first Battleship.
Many of original SINS core game mechanics are changed:
Limited Ammunition!
Ships require crew and/or ammunition to operate in battle conditions. Because of that antimatter is so much more important right now. You will need to take care of your big ships or they will become an easy target.
Static defense is vital!
Defense now can really make your opponent think twice before attacking you! Well defended planet will require a fleet to take it! But they have there weaknesses
Different play styles!
I never liked that all original SINS races where exactly the same with just couple shield/armor/damage differences and different titans. Here all races have different play styles
Every ship is important!
Prices for space ships are much higher. And having a 40 vs 40 ships fight is a huge engagement already
Races:
Imperial Navy( Defensive race-best economy and defense)
Chaos (Offensive race-good at fighting , gets recourses while doing so)
Orks (Green race-there goal is to start Waaagh!)
Eldar (Ability race-slowest to develop, but can use there powerful abilities to survive)
More races to come...
Please note again!
I'm planning on doing all races one way or another! See plans section. You can also see there when I would like to add specific race or feature.
Also , I will not include all known space ships / stations in this mod. If I will , Imperial Navy will take forever to create , they have like 50+ known space ships. Space Marines and Adeptus Mechanicus vessels will most probably be independent race. So don't expect to see them in Imperial Navy army.
This mode can take a while. I really want to achieve quality , not quantity. And I remodeled Dictator class cruiser 2 times before getting the final version that you will see.
I will create a post every Monday to keep you guys updated on how the mod doing. It will contain information about what I added during this weak , progress , some screenshots , and sometimes even questions to you!
Plans:
Imperial Navy (Playable race) Orks (Pirates and Independent colonies)
Alpha release 1.0
Orks (Playable race) Chaos (Playable race) Attempt to balance mod
Beta release
Eldars (Playable race) Races will get some new space ships/stations Attempt to balance mod
V 1.0 release (hope I live long enough to see this day)
Warhammer 40k style icons and HUD Warhammer 40k style planets Races will get some new space ships/stations to play with
V 1.1 release
Debris update
V 1.2 release
Other races and stuff! Wait for it!
Screenshot:
Download Link
Alpha 1.0-Please notice. Alpha release contain bare minimum of stuff in it. Like : no tech tree , no defence , only one race , even then this race will not have all spaceships.It's just bare bones for the mod , but it's the start.Please make sure that you have DLC installed.And tell me when you PC starts to lag.If you just want to play then please just ignore this link , this version is for a testing then anything else.
http://www.moddb.com/mods/warhammer-40ktime-of-ending-bfg/downloads/warhammer-40ktime-of-ending-alpha-10
http://www.4shared.com/zip/HvbZYu4p/Time_Of_Ending_A10.html
This mod looks totally amazing! You are doing a fantastic job...keep it up!!!!
Agreed
Yet another quick update on mod progress. New I.N. capital ship factory. I don't really like the model too much , so most probably there will be a new model , but for new we gonna use it.
I think it looks just fine
Looks good and Imperial to me! Maybe you can stick on a few more Gothic elements? Although it does have a cool command area in the center. More flying buttresses!?
So finally , Alpha release.The version it is right now is bug free (at least for me).Please don't judge this mod yet, there is still lots to be done.If you will have some free time them please could you answer this questions:
When game starts to lag?- I need this to set the limit for ship count ,you most probably will never reach that fleet in final game ,but still it is importent.
Report any crashes you encounter
Plans for Alpha 1.1:
Add that Emporor cursed Retrebution BattleShipAdd the rest of Ork shipsPosible fixes
Incredible! I will give it a try once I get all my schoolwork finished
they look great!
OK Well, I had to play for a few minutes...then back to work!
Initial thoughts:
-Given size of buildings, perhaps all gravity well sizes should be increased.
-In response to the above, increase all ship weapon ranges.
-Shield meshes don't fit (I am sure you are aware of this)
-Lunar cruiser has strange auto-attack/range behavior. It broadsides, but then thinks it missiles can hit a target but the missiles don't shoot out of side arcs so it just sits there awkwardly out of range.
-Your attention to detail on the models is phenomenal, they look awesome!!
1.I just understood , that if I will keep this ship sizes I will end up with ships taking half of a gravity well. Imagine ships like space hulk or SpaceMarine Battle Barge. Next version will most probably have all models skaled 2x. It will also fix effects size problem.
2.I will keep it in mind for my next balance update.
3.I forgot about them
4.Cursed machine spirit...
I personally think your models would look better if you removed the gray portion from the light map that is lighting up your entire model. You can optionally set how much "extra" light is applied to the model by modifying the minShadow and maxShadow in the entity file.
Thx ZombieRus5 , I will try it out.
I did the exact same thing for a while, min/maxShadow is definitely the way to go to avoid needing to edit the texture file every time. Not sure if it will necessarily make them look better unless it allows you to better fine tune the lighting though.
It will look better in the sense that the non-star facing side will actually look dark... you know... like it is in space
Oh right, sometimes I forget the implications of shadows in Rebellions.
Small update on the mod status. This week we had a new DLC for sins , that's made this mod no more compatible with current version. Im working on fixing the problems with compatability and new content.
What to expect from Alpha 1.1 -Improved shadows -All game objects will be 2x smaller -New ships: Retrebution Battleship New ork ships -Compatability with 1.8 sins
As always keep in mind , this is very early alpha and yet a lot to come. Lots of game features are not included yet.
Wow looks great! (And Gothic-y!)
defnitely gothic
This looks awesome.. hopefully both you and the other BFG mod will be fully done!.. my questions are..
1- do you have a ship list what we will see in the future? There are plenty of configurations for ships i have links which im sure you have as well to various ships and styles.
2- what ship would you use for a titan? would it be a custom creation? since 40k allows for awesome custom mini's there are quit a bit a custom bfg fleets for all fleets out there on the web.
3- i know your in alpha but will the the sounds of weapon batteries be changed? A full broadside should be a crack Thundering sound. how will you work with nova cannons since they are a shell shot weapon with a big AOE as for the fx of it.
4- for the IN do you plan on adding the SM and Adeptus mechanicus into 1 fleet? or perhaps SM and adeptus in their own fleet? etc.
other questions will arise later..
1-I have the list , of course it's not full and I will most probably add more non official ship
I.N.:
Battleships:Emperor, Retrebution, Nemesis, Apocalypse, Oberon, Mars, Overlord, Dictator, Dominator, Gothic, Lunar, Tyrant , Dauntless , FireStorm , Sword , Cobra and lots of suport ships and stations
Orks (I know that this 4 battleships are unik ,but let it be copies):
Dethdeala , Slambasta , Gorbag's Revenge , Kroolboy , Hammer , Kill Terror , Brute Ram , Onslaught , Ravager , Savage , Hulk , Rock and lots of suport ships and stations
2-Ork's titan will be Hulk , for chaos it will be Planetkiller.Eldars will have craftworld , Empire will have no titans , yet they will be only race with acces to starbases (Port Wander starport).
3-Yes , sounds and effects will be replaced.
4- Space marines and Adeptus Mechanicus will be part of Imperial Navy , yet they won't be easy to get.
What about grand cruiser?
http://www.moddb.com/mods/40-000-sins/forum/thread/shipstitansstructuresand-more here is a list i created from boredom and excitement lol lists of all BFG PDF's and some pics of custom ships useful for titans, crazy ork creationsn and others. just throwing it out there thats all
That mod has switched to Firestorm Armada, so this is the only BFG one! But I would suggest taking a look at the Firestorm one as well, because the models are looking good there too!
I love Grand Cruisers! The height of gothic
Negative.. 40000 sins is the other mod i speak of.
http://www.moddb.com/mods/40-000-sins
Any way I always wondered.. why doesnt sins have turrets that rotate at all?
The engine doesn't support it. That's why.
Sorry was not aware that there was another one!
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