Darker4308

Battlefleet Gothic

Battlefleet Gothic

I don't know if any of you guys are a fan of the mini's genera. Did anyone here ever play games workshops short lived Battlefleet Gothic.

That game was pretty fun.

Some of the stuff I liked from there.

1. Massive torpedoes

Were talking about ship killers that you had to move the ship out of the way from and could use to move other guys ships out of areas that you wanted to go into.

2. Boarding action

You could fire "boarding torpedoes" and basically take over a ship or failing at that sabotage large sections of it.

3. Ramming / Fire Ships

Some ships could ram it was pretty sweet some could also function like a big torpedo.... that was awesome.

4. The ships had sections you could knock out an engine ... that was pretty cool.

5. Ships could really blow up

As in they would implode and take down anyone who happened to be near them that was pretty awesome.

6. Some ships as i recall could use gravitic and solar wind effects

2,667,039 views 1,261 replies
Reply #101 Top
Still needs a few mistakes fixed. I'm also busy for the next few days so the most you'll see is the other cruiser configurations I'm afraid. Anti-bomber turrets haven't been added as I realised that the lack of animated turrets in Sins defeats their purpose slightly, a workaround will have to be thought up. Additional pictures here

Hades Heavy Cruiser


The Hades carries a large amount of long-range, side-mounted weapon batteries backed up by multiple even longer-range lance turrets, however it is vulnerable considering its high price.
Reply #102 Top


once again this one looks excellent. shame about the turrets not being animated. Althought he devs say they will consider this for an addonWWW Link
Reply #103 Top
by workaround you mean prezo can figure it out right? anyway good to see your here inert when i get home (should be tommorow) il get some ingame pics of them opening up on some poor cobalt or somthing
Reply #104 Top
http://www.star-ranger.com/BFG.htm
you guys seen this link?
Reply #105 Top
That link has seriously cool stuff.
Reply #106 Top
Jop, I like That :CONGRAT:
Reply #107 Top
des when did devs say that they would consider my mod as an addon? id defenatley like to see that (unless by addon you mean somthing difrent)

bad news fokes i got the orange box so who knows how much work il get done on our lovley little project
Reply #108 Top
I meant "rotating turrets" will be considered in an addon by the devs.
They were in the original build but have been removed due to CPU and time considerations.

Orange box means what exactly, is that the HL2 thing?
Reply #109 Top
ahh ok been mistaken then you linked to my modcraft forum thread thingy
and yes the orange box is the hl2 thingy the one with portal
mm rotaty turrets will be good

picis from the stationary

Reply #110 Top
Styx Heavy Cruiser with new, optional Bridge (usable on all cruisers)
Unfortunatly due to the fact any weapon capable of facing in multiple directions has to be represented by a multiple turrets facing in a single direction, it has deviated from the design in some places.


Reply #111 Top
ok peoples anyone want to do up some maps for me/us if so send me a message on msn or email me or whatever and I'll get some code together regarding planets so i can make our maps more WH40Kish [if anyone feels like helping me with this it would be much apreciated (if anyone wants to make up some textures for these planets it would be even more apreciated)]
the new planet classes are as follows and wont in any way follow the volcanic and whatever system they are: forge world hive world fortress world agriculture world (mabye) deathworld (duno bout that one either) the astroids will be outposts if they are there at all any sugestions welcome

ps you can reach me at jjprezo@hotmail just in case you missed it erlier

Edit: also im gona need some help for the research and stuff also how do you people think that special orders should be incorperated? should they be abbilities every ship has (how many abbilities can a single ship have?)or should i incorperate them into the stats also can you have abilities that have a percentage chance to work (to represent leadership checks)?
Reply #112 Top
I'll help with the research, once I've memorized the Apocalypse rules (i've been at it a day now, should be done before the week's over). I haven't given much thought to the special orders, but I've got a few ideas on the top of my head.

Come to new heading- if the ship needs to turn more tightly to stay in range of any possible targets, double turn speed and halve firepower. so if we get fire arcs working (should be simple), just have it come to new heading if it has targets but they are in the edges of the arcs or if the targets are in an arc with no weapons.

Burn retros- not many ideas, given the way realtime games work, sowing down doesn't seem to be as key a maneuver as in the tabletop version, but maybe take the concept from it and all ahead full and give a penalty to firepower while accelerating/decelerating. Also, to deal with the immediate turn retros give, maybe file that under come to new heading.

All ahead full- maybe give a speed burst that eliminates the possibility of turns for the duration, maybe have it cast when closing on enemies which are out of range.

Brace for impact- maybe autocast when the ship is taking more damage then it is giving, since that is generally the boundary for humans to use it

Reload ordnance- cooldown times cover it pretty well, and the limited antimatter covers the limited ordnance.

Lock on- hmmm... maybe have it multiply damage by (statistical bonus determined to be roughly equivalent to re-rolling) while not turning.

I think that if ships can have unlimited abilities, special orders should get their own panel like fighters do. I think that the autocast rules I have should mostly work fairly well, but I think that squadrons NEED to be implemented as more than control groups because players don't have the luxury of time they do in tabletop bfg, and shouldn't be limited to ten groups for issuing orders. Also, maybe instead of percent chance to work, which can just be circumvented by clicking repeatedly, just have a random delay based on the ships' leadership, so that lower leadership ships are less trustworthy. I'd say make ordnance such as nova cannon and torps as active effects, and holoshields and other special rules passive effects. If what I just said makes no sense feel free to ask for clarification, I'm dead tired, and it'd probably confuse me too.
Reply #113 Top
well you hit most of my abbilities ideas right on the head with your ideas and atm torps are weapons but abbilities make sence too

the % chance was it still actuly happens but the effects might not so that you still lose the antimatter/still need to wait for it to refresh

im gona start working on squads in a bit il be puting em like fighter squadrons if i can (hopefuly with the same pathing for eldar at least)

my plans for the ships are as follows they will be able to accelerate reasonably fast but have a slow deceleration time meaning that they dont often stop and so burn retros increases the deceleration time so they can stop and bring guns to bear

all ahead full will be a super speed up so you can cross grav wells prety damn quick

brace for impact will make sheilds and armor get stronger maby?

lockon will be like you said

ok another thing should we go for more or less ships?
rewording should we have lots of caps (like sins 16) or should we have them rare and powerful and should cruisers be numerous or less of them squadrons of frigs will be in a medium range cos there are a few of them per squadron

also should we try to stick to the rules as closley as possible or should we try to capture the feel more than the actual tt game?

in other news inert says that he will start on the marines soon so il have 2 sides to play with so we can get a release out as soon as posible after the games release

and finaly what should the scale for stats be how longs should the "turns" be how many hp should each stat point count for? same with sheild points? how much should each point of damage on a lance be and the dabage on WBs too? i need a scale cos as soon as i get one the code for the ships will be a simple task of translating stats via that scale into the game

anyway thats it from me
prezo out

Reply #114 Top
After quickly reading the thread I came up with some thoughts. Some of these might have been said allready but there was lot of posts.

Story: The system or systems have surrouned by a Warp Storms, making long Warp Jumps to other Imperial systems impossible. The Scenario then involves the factions trapped inside the Warp Storm area to fight for their survival. A Warp Storm can last for hours up to milliena so there is no time line to follow.

2D vs 3D: The BFG Tabletop game is in 2D, this doesn't mean that a computer game has to be that but it allready fits so well with the Sins engine that I don't see a reason to change it.

Races: I would begin with making the "basic" races. Aka, Imperial Navy, Space Marines and Chaos. Even though Eldar is my favorite race and I play them myself in BFG I wouldn't start off trying to make them. Their ships are extremly powerful and behaves very diffrently from other races. I would go for Orcs, Tau and maybe Tyranids after the 3 first basic ones. Dark Eldar is the perfect pirat race, and their ships are more similar to the other "normal" ships of BFG.

Ships: The Ship classes in Sins is allready very fitting to the BFG setup with frigates, cruisers and cap ships. (Cap ships = Battleships in BFG). In BFG a singular Frigate isn't any real threat to a Cruisers or Battleship. But they can suprise a player with their quick speed, fast turn rate and maybe more importantly their combined firepower that quickly ramp up to be a deadly salvo even for great Battleships.

Torpedos: I would love to see them in a mod even though I know they might be difficult to actually create. Even though they go straight ahead in BFG (Unless you have spesial torpedos)you can make the guided in game. Not as guided as the missiles that are ingame, but so they atleast can turn towards the target. Maybe making them a class of ships that explode on impact? That way you could have fighters intercept them as they approach your fleet. My best idea for a technical solution for this would be:

1. Make them a "ship" that is a little faster that a normal fighter.
2. Give them a slow turn rate.
3. Give them a life timer, making them explode after X ammount of seconds.

Boarding Actions: I guess I would make this a spesial attack from ships that can only be used at close range. Depending on the system the coder or scripter can make it could damage anything from Hull, to Anti-Matter (Guess you will call this something else in your mod) to spesial abilites. Maybe even capturing enemy ships, even though it would Lore wise be impossible for orks to capture Eldar ships as they are unable to operate them. But orks do often capture imperial ships can re-fit them to make them orky.

Firepower, Shield, Abilites = Balance: If you get all the models in place, new code or scripts aswell this will still be the hard part I guess. Balance is in any game, and atleast in RTS games make or break. I think it's something that massive ammount of playing and testing will show though. But you will still need people that have the time to listen to the feedback and tweak each ship. It took Blizzard about 4 years or so make Star Craft balanced so it's not an easy job.

The last thing I would just like to say is this. Make it fun! What I mean about this is try and not get to caught up in what the BFG Rulebook says and don't say. Go with what you can make and try and get the most out of it. If you want an example of what I mean just play Dawn of War :). It's not like the tabletop game at all but it's fun and I think it really brings out a lot of the "attitude" from the Warhammer 40k world.

Great work on the models for those who have made those. I really really loved the Despoiler pictures. Atleast the one that show the siluett in front of the sun, made more sense that it wasn't any textures on it then :).

Reply #115 Top
thanks for all the sugestions the in game pics are all mine but inert is the one that did our fantastic models

i have been thinking about making torps abilities after its sugestion (as you can see in my above post) and with the balance stuff if i can find a way to directly translate the rules into the game it should be prety ballenced but of course we will have to balance it after that. in other words we are trying to stick to the rulebook and i beleve that it will be fun and if it isnt i have failed and il redo all the code in a fasion that represents them more in the stories than on the tt (after all evveryone knows so much is lefto ut cos in the game it wouldent be fun)
Reply #116 Top
just make torps work like the kol's gauss rail gun. a fairly good bit of damage that takes antimatter (ammo stockpiles etc.) and have an increasing chance to miss at longer ranges. maybe make them more complex as time allows, but that'll get them working enough to balance.

Also, I think we should shoot more for the feel of the tt game than the actual rules. for example, maybe increase the effect of lances on eldar, but decrease the effect of weapons batteries so that lance boats aren't useless against them. I think that fleets should have about half as many battleships as there are capships in the average game of sins, and figure out the structure out from there. i'd say that a squadron of escorts should be about half the price of a cruiser and use fighter pathing (make them a bit faster than standard sins frigates). Cruisers are the link between battleships and frigates, and are also the hard part, because they have no sins analogue to work off of. I think that battleships should be treated like capitol ships in sins, but be about 1.5 times as powerful as stock capships so they don't get outshone by the cruisers. then make cruisers about as potent as a standard sins level 2 capship with no potential for improvement. Sell figates in squadrons of four or so for a slightly lower price than a cruiser. That's how i'd balance it, and just make the values of the armaments feel right in a similar structure. I'm off to try and make the datasheet and model for a tau baneblade because my auxilaries deserve the best.
Reply #117 Top
tau baneblade? im suddenly rather scared

anyway anyone else hav an oppinion on rules vs. feel of BFG/fluff? another way is to coppy the rules and then tweek it to get the feel of the tt game

Also, I think we should shoot

We? is that s hint of some sort? cos if you wana join the team you should actuly say it (and go over to modcraft so you can join the group)

also i dont know if you can build squadrons from a factory i think you can only make them from a carrier could a dev tell us if its the same in the release version?


Reply #118 Top
oh, i said i would join once i get time, which should be in about two weeks. I need to wrap up a compsci project by then and it's also midterms week, so i'll be really busy till then, but once i have time, i'll join the group. The tau baneblade won't be that scary, mostly cosemetic and and a swap for the lascannons and heavy bolters(maybe rig up a fancier looking burst cannon I can say has AP4).

EDIT: got time, contacted you on modcraft.
Reply #119 Top
ok on that subject the Tau have arived and are showing at our modcraft gallery go and take a look.
note to all all pics will be in our gallery from now on so head over their i will however post when new ones are available
Reply #120 Top
From one modeler to another those ships look great.
Reply #121 Top
Tau! :LOL:
Reply #123 Top

From one modeler to another those ships look great.


Yes they do rock. One of you guys should make a tutorial on how to do models like that. I always wanted to learn modeling but never get the time or the social support. I do have software and money however. :HOT:
Reply #124 Top
How to make your own Starship Enterprise in 3Dstudio MAX:

WWW Link

How to texture your Starship in 3Dstudio MAX:

WWW Link

May your modelling begin  :CONGRAT: 
Reply #125 Top
Thank you very much, that's a big help, even though the texturing link is really this one:

WWW Link

Now I just need to get me a 3Ds fund...