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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

2,672,816 views 1,261 replies
Reply #201 Top

hmm, ramships FTW, but it might be hard to make suicide ships in sins.
And yeah, spacehulks carry loads of orks, see Armageddon
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I think it would be easy since we have a scuttle button with a timer which if memory serves is a ship variable.
Reply #202 Top
Suicide ships would be easy, just make a new ability that causes damage to both the user and the target through separate buffs, then make the range really short.

Could do the same with Imperial Cruisers, just have the damage to themselves reduced on their version due to an armored prow.
Reply #203 Top
or for orky brute ram ships crank up the damage because their bows are made of chainsaws and spikes (literally)
Reply #204 Top
Indeed, make 2 weapon types. OrkProw and ImperialProw. Apply them to applicable ships, then give them each a set of buffs; BUFFIMPERIALSPROWSELF and BUFFIMPERIALPROWTARGET for instance, have each one deal damage to its respective target (self or other). Same would go for orks.

Limit them both to say, 100 range and front only and you are set.
Reply #205 Top
I think it would have to be optional somehow, unlike Orks, Imperials wouldn't ram as soon as the opportunity came up. It would work for Tyranid claws though.

And now for something completely different; The Helltalon Fighter, Harbinger Super-heavy Bomber, deviating slightly since there are no pictures of the Swiftdeath/Doomfire anywhere, and also the Orca Dropship, the Tau equivalent of a anti-planatery missile if all goes as planned.

Reply #206 Top
I meant to make it Ability instead of a Weapon, then it would call up the BUFFs and presto! Ramming.

Add in a speed modifier for even more fun!
Reply #207 Top
Oh, and if I recall, there are pictures of the Chaos fighters and bombers in the BFG BBB.

Those look really good though. Who is doing all the texturing?
Reply #208 Top
we're still not sure, i've volunteered, but have no practical experience, so we'd really love to get somebody who knows what they're doing on it
Reply #209 Top
Painting mini's I can do, texture work not so well =)

I'll keep an eye out.
Reply #210 Top
I have lots of texture resources but I'll be damned if I know how to make things work for a model since I have never done any 3d work. I guess it is moot now anyway given my God box is being rebuilt now anyway.
Reply #211 Top

Painting mini's I can do, texture work not so well
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exact same. also, do us a favor and get your im adresses on your modcraft account so we can im you.
Reply #212 Top
Wonder if there is a way to paint the texture while its wrapped....
Reply #214 Top
Well if these models get any more sexy I just may have to seriously try to find the time to learn 3dsm and doing textures.
Reply #215 Top
Contact me and give me a link to those models, I'll try my hand at some textures...the prows on the chaos ships are going to be a real pain.
Reply #216 Top
i will the second they're uv mapped (both try my hand and let you do the same, that is). Also, we have some pretty good ideas for color schemes which might find their way to a modcraft thread near you...
Reply #217 Top
I still think Chaos should be the traditional dark brooding red.
Reply #218 Top
Good news on a different front.
Ordnance such as torpedos might be a lot simpler to code then previously thought, thanks to the Cannonshell entity type. Keep in mind I didn't test it yet, due to my real computer passing out.


And ramships are indeed pretty easy to do, now that I've taken a look at the code.
Reply #219 Top
Ordnance such as torpedos might be a lot simpler to code then previously thought, thanks to the Cannonshell entity type. Keep in mind I didn't test it yet, due to my real computer passing out.
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yeah, that's exactly what I was thinking. now we just need to know if we can give them health and a proximity fuse... (i'm guessing maybe, but not certain. maybe a buff given on birth would work for the trigger...)

and yes, ramships will be pretty easy, and a clipping error and some sparks will make for a pretty nice effect, but the nids will be obscenely difficult to get working visually.


I still think Chaos should be the traditional dark brooding red.
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it's either that or making it team color, because it isn't all khorne. red works for khorne, green for nurgle, but then slaanesh is really fond of color, and tzeentch isn't exactly a monotone either, and the colors are more likely given how much in that fleet is at the whims of the captains. but dark red does look so good...
Reply #220 Top
The dark red I think was used as a generic chaos fleet color, not for specific cult fleet. I'd say teamcolorable in some sense, although I can't help but wish there was a color editor like Dawn of War's, so people could make some really specific designs if they wanted.
Reply #221 Top
I'll look at the code and see what I can figure out for the Torpedoes. The problem being that they still have to target an entity. The other option is if we can make them strike craft that fly in one direction...then give them an ability similar to that of the ramships. Not sure if its possible to do though...the getting them to only fly straight part.

That would be the ideal solution, because then you can shoot them down with fighters and anti-fighter guns.

Have to test the values, but modifying this part may get the results we want.

mass 100.000000
maxAccelerationLinear 250.000000
maxAccelerationStrafe 100.000000
maxDecelerationLinear 1000.000000
maxAccelerationAngular 49.999992
maxDecelerationAngular 99.999985
maxSpeedLinear 2700.000000

Increasing the mass, changing all values other than maxAccelerationLinear and maxSpeedLinear to 0 might just do it.

Then make an Ability that causes them to launch from the front only.
Reply #222 Top
Finished Protector Cruiser

There's also a large size comparison picture here, emphasis on large though: WWW Link
Reply #223 Top
Your work is very elegant I_Nert. If you were a girl I would have to kiss you. :d
Reply #224 Top
yea but if he was a girl i would have got her first =)

only problem with making them strike craft is then all carrier ships can launch em and all ships with torps could have fighters
Reply #225 Top

yea but if he was a girl i would have got her first
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That cute huh? :SURPRISED:


only problem with making them strike craft is then all carrier ships can launch em and all ships with torps could have fighters
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We should be able to limit the type based on tech and race methinks.