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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

2,672,785 views 1,261 replies
Reply #826 Top
hey x i could try and nut out a teamcolour texture so we know who is who
Reply #827 Top
yeah, that'd be good I guess, I'll do that, I already know how to do that stuff. Just team color with proper shading and all?
Reply #828 Top
Oh yeah me and thrawn were talking in-game that that would be a cool idea for now (unless you guys ever get a skinner D:!!) lol is there any skinners on the Specialist Games forums??
Reply #829 Top
I don't think so. We need a moddb page for recruiting purposes, so we can deal with that stuff. Actually, team color was my original idea, I'm glad to see it getting resurrected, because it really solves everything.
Reply #830 Top
That string not found was from the first mod you sent to us.

Anyways you should make little patches of team color in the final skins (like sins is now) so you can tell them apart lol.
Reply #831 Top
Oh, then it's fixed now?

Also, what we're talking about is making the ships entirely team color. Reds and greens = Khorne and Nurgle, respectively, and everything else is slaanesh and tzeentch. Also, there'll be no problems telling your ships apart. Sound good?
Reply #832 Top
Oh, then it's fixed now?Also, what we're talking about is making the ships entirely team color. Reds and greens = Khorne and Nurgle, respectively, and everything else is slaanesh and tzeentch. Also, there'll be no problems telling your ships apart. Sound good?
End of quote


Yeah I'm saying if you do ever get (real) skins...lol
Reply #833 Top
-Ships cost too much in credits, metal and crystal are barely affected. This leads to shortage of credits, but not metal or crystal. Maybe bring teh credit prices down and raise the metal/crystal ones?

-Lol @ Thrawns fighters. Fighter 1 "Where going on an adveennnnttuuuureee Charlie!" Thrawn "Wait, WUT!" Fighter 2 "Were going on an adventure to see candy mountain, Charlie! Come WITH US!!!"

-Within half an hour on a small map, AI is able to assemble like 50 cruisers and countless escorts and battleships. Its not BFG-like to be able to feild so many ships. I say raise all prices (In ratio, so nothing changes, its just the amount of ships you can build is reduced) or limit the number of fleetCAP you gain from researching the fleet increase upgrades.

-Carriers = OP =P

-Slaughters get, well.... slaughtered when in 1v1 battles with other cruisers. They are supposed to have the best guns out of all of them, yet even an undergunned carrier can takeone out. I dont think its due to the slaughters weapons, more that the slaughter doesnt have enough armour. This has happened to me two or three times, im not sure if its coincidence or not.

-Keep it up =D
Reply #834 Top
Doubling ship metal costs, saving crystal for researches when we get those. I think I'll double crystal costs for carriers too. I'm going to switch the arcage of the slaughter's weapons, and that should be a good temporary fix (with the prow guns added in, they should be slaughters, not slaughtered :p ) I think the fighter glitch is with sins itself, so I'll wait for a patch on that one. I'm also going to tweak the support costs for the next version, so that should deal with most of that stuff.
Reply #835 Top
-Slaughters get, well.... slaughtered when in 1v1 battles with other cruisers.
End of quote



When thrawn and I did a slaughter vs. a hades it was equally matched...we could have sat there for a year and they would still be blasting at each other.
Reply #836 Top
I've got team colored ships working (hooray!), so that's one thing down. The rest of the stuff is going to take a while, it's my mom's birthday.

How many points do you guys want available in the endgame? I'd say somewhere around 8-10k, because you'r eonly likely to hit the highest level of income in larger maps, and there you'll want/need 3-4 fleets of decent size, and 2k is a good fleet size, it's not too few, and hopefully few enough that instakills go out the window. Sound good? Also, to do this, I'd love to know how many fleet slot researches you generally get by lategame in small, medium and large maps so I can tailor the lower slots. Thanks.
Reply #837 Top
Happy B-day to your mum! hehe. Anyway, i dont have access to sins this week, so I wont be able to help you there =[ Ill be listning to this thread though. Ill see if i can work out a healthy number of fleet-cap per level of fleet research.... remember, its BFG..... 4 ships is a medium sized fleet hehe. The number of ships for a WHOLE sector is around 75 ships, so each fleet would consist of between 4-10 ships. Massive reduction. People will say 'but you cant win a sins battle with only 30 ships.... well you COULD increase the strength of each ship, in ratio, so it would stay fair, but you would only need a smaller number of ships to sin battles. say x 1.5 strength to all ships? maybe even x2? same for shields and health points..... x1.5 or 2. But make sure you restrict how many you can have, say once you have the last fleet research done, you should be able to have ~50-70 ships (including escorts). Max of 10 battleships though....

Soz for bad gramar, im in school....trying to keep this hidden from teachers.... soz lol.....
Reply #838 Top
Thanks. I'm going to cap at 8-10k points of fleet and 8 battleships, with a differently priced but more linear upgrade scale. I've got ship experience and supply costs set up now. You'll notice experience is way easier to get, and it should help battleships be more survivable. I'm also bringing training in, and making it possible to train to higher levels. If this sounds bad for some reason, please object. Escorts are now discounted (all three are cheaper in supply costs, and the Iconoclast and Infidel are just plain cheaper). Keep in mind that for now the only escort with its full firepower is the Iconoclast, so reserve judgement on the two till they get the right attack types. (Especially the Infidel, it'll get two torps to punch through shields.

EDIT: I can't stand the wait and want to get this update out, so here you go, version 4 is now out.

Oh, and what's the point of winning a sins battle? this mod cannot be merged with sins without much difficulty, so it exists in a vacuum. Therefore, we get to chuck out some of the old conventions.
Reply #839 Top
Quick question.

ETA on a public release without GW dropping the IP restrictions and C&D requests on you like a ton of Terminators?

(I'd use bricks but since Terminators tend to smash things pretty painfully after they've been deepstriked...)
Reply #840 Top
well as soon as i get my ass into gear (mind the language) i can get us some working ships (escorts should be done soon for all you testers) and then i just have to not screw up the textures and get the cruisers working and then we are prety much done for testing and i'll give permission for us to make it an open alpha/beta

also x give destraex a link cos he has been around long enough and i think he deserves it
wait just give us a list of who is in so i know
Reply #841 Top
Sounds awesome. You guys should make an official thread here so you can edit the first post with all of your info and have a place to put screenshots, videos, ETC. Oh and a ModDB profile wouldn't suck either. Just do the thread first so some guy doesn't see your mod on ModDB and screw up your thread with his where you can't touch the initial post. Happened to Halo mod.
Reply #842 Top
we will put up a thread as soon as the ships are ingame and we can get some serious stuff to show off
Reply #843 Top
The email you sent me for version 4 didnt have an attachement..... So I never got version 4. Downlaoded V3 though, great job getting the updates done so fast!
Reply #844 Top
do you have access to xthetenths skydrive? that has the download link in it (as its the host)

in other news the empire of prezo is mobolising for war against the models and reports all conversion systems a go
(translation Xthetenth check my skydrive there are two escorts with a total of about 0 errors showing on export and for your convenience they are in .mesh format)

i'll start on cap ships tommorow if i'm not doing my english assesment
Reply #845 Top
Skydrive????? And, yay, the news man tells me there are more models underweigh! Woot! Just out of curiosity, what is holding you back from adding the other models for chaos cruisers? THeyre all currently the slaughter model. Is it because you still need to fix them up a bit? Or just havnt got round to doing it? I dont mind wether you hold them back or not, just curious. Doing a superb job though...somthing I would not be able to accomplish in years! Another question out of curiostiy, how are you making the models? Is it a free program? The only one I can think of that I can get a hold of (and am relativly good at it) is ProDesktop, which is supplied by my school (For homework purposes, so i dont have to pay $900 for it). I rekon I could get some half decent 3D models out of that, its just I have a feeling that its not going to work. Dunno where I read it, but apparently ProDesktop saves its files in a special 'ProDesktop' file......which is useless when I want it imported into a game ><
Reply #846 Top
Mine didn't have revision 4 attached either D:
Reply #847 Top
Yeah, I'm sorry, I forgot it. oops... :NOTSURE: Anyway, we need to put emitters on the models, so very similar ones are good enough for now. We're using xsi, which I think is free, or it might not be. I never really looked into it. Anyway, I'm sending the good mail now.
Reply #848 Top
Greetings!

I love what I see with this mod.

Just an FYI, you may want to check this out, as it will effect your mod as well:

https://forums.sinsofasolarempire.com/320215
WWW Link

DANMAN
Reply #849 Top
Greetings!I love what I see with this mod.Just an FYI, you may want to check this out, as it will effect your mod as well:https://forums.sinsofasolarempire.com/320215WWW LinkDANMAN
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Thanks for that Danman, I'm sure that will be useful to X.
Reply #850 Top
CRAP!!!!!!! I don't know why, because I probably won't need that many strings, but yeah, crap, and I probably will run into that limit soonish. Also, this'll cut down on our emitter counts.

EDIT: I just made a tweak. Now the capital ship crew researches also determine the maximum trainable level. This ties in all the investment in capital ships, and will let you train to higher levels in bigger games, where you'll need the extra durability to keep the ship alive. Tell me what having all the training unlocked does for ship survivability in this mod (it's unlocked, but you could use the honor system for training. Also, I think I'll make training cheaper to match the easiness of levelling.

Prezo, just DLed the models, testing now. Also, you only get 10 emitters for each arc for each weapon. Just try to space them evenly over the WB spaces if you run out.
Part two, the models are working, but the texture is pure black with no reflection, are you using 40k Basic-da.dds or Black-da.dds?

Screenie:


EDITAGAIN: I was just playing a game for fun, and I realized that ships are still way too common, especially given how the AI concentrates its forces. I got a repulsive that I'd built up to level 7 (not as hard as before, but still takes a while) toasted pretty quickly, so I've given it the same level bonus to its shield strength as a battleship gets so when we implement unlock researches the repulsive has the ability to go out first and become as durable as the other battleships by virtue of experience. Also, what would you guys say to making gravity wells considerably larger so hit and run attacks take more time and battle becomes more likely?