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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

2,672,853 views 1,261 replies
Reply #651 Top
Ooh! To those of us who don't have access to the mod yet, that's a lot of teaser info right there, X!

[That was, of course, my subtle way of nagging you to get the Alpha ready before the 19th of June]
Reply #652 Top
Reading up, could the Dark Eldar act more like real raiders. Phase directly to a planet, bypass the defenses and hit the pop as well as drain economy on a time limit (like get as much as they can in as little amount of time as possible) so you have a set amount of time to react and get a force there to destroy them. Also when they are confronted with overwhelming force phase away with taking minimum amount of casualties (like actual guerilla/raider tactics) but maximum amount of resources/slaves.


In game pirates seem to just sit there and get slaughtered. Dark Eldar could phase in, hit hard and get out in a minimum amount of time, but could also hit hard to break out of a larger force (not enough to smash a fully upgraded battle fleet but enough to disable and slip by a blocking force and phase out with what they have)

Just some thoughts, looks great can not wait for this mod.
Reply #653 Top
Oh baby! Is that Alpha spoilers/teasers?

That is, of course, a subtle hint to get it out by June 19th (when I leave for bandcamp for 7 weeks)
Reply #654 Top
FireFighter - I don't think that's possible unless they redo alot of scripts, including the AI's.
Reply #655 Top
Ok I hate this forum update where the edit button doesn't exist but anyways...

LOL KEILWORTH! Band camp for 7 weeks? I'm so confused! Is that drum core or what? Or is are you talking about band band, not marching band? I was in my schools marching band but I decided not to do it next year.
Reply #656 Top
What the...?

Sorry about the double post, guys, my internet was acting wonky.
Reply #657 Top
A pic of the WIP Despoiler, I really have got free time to continue now, honest :p


I couldn't see the beams work, though. Also, I couldn't remember how to make the texture work =P. Oh, and apparently left side emitters aren't quite working right. Odd. It wouldn't be bad, but the ships want to turn that broadside, even though it doesn't work =/.
End of quote


To get the texture to work simply get them from the skydrive and put them in the texture folder :p As for left side emitters and beams it sounds like an exporter bug, probably just have to try re-exporting

I also think the raider idea might be slightly possible; the normal AI tends to flee on sight, so there must be a way of getting pirates to be just as brave
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Reply #658 Top
Oh, damn on the texture. I thought you were assigning them based on standard sins syntax, not... stupid me.

Also, the beam doesn't seem to be working, but I'll test again after nerfing the strength of the guns so it'll have a chance to fire.

NICE work on the Despoiler, looks great.

I also think the raider idea might be slightly possible; the normal AI tends to flee on sight, so there must be a way of getting pirates to be just as brave
End of quote


:LOL:

EDIT: the second set of emitters is not working, the textures are not working, even though the ones fresh from the skydrive are in the Textures folder (in the mod folder, which might be the problem), and the left side emitters are not working. The textures may be my fault, though.
Reply #659 Top
X, I've been looking over the modding forums, and frankly, there are some things that we could do well to use. For example: Bailknight's explosions, the planet and star size increases planned for Last Stand, etc.

Not things to effect the ships (which is where this mod really comes into its own) but stuff to refine the effects and planets and such.
Reply #660 Top
Bailknight's explosions, definitely, the other stuff is generally coding, so we'll do on our own so it suits our mod better. Planet and star size increases were always on the list of things I wanted to do (preventing unintentional collisions and keeping bfg scale go hand in hand), and I'm doing the ships and planets (read everything to do with scaling), so I'll definitely make some changes in my first serious draft of the modded files, and see how it all works out.

Inert, I got the texture working, it looks quite passable, although I hope the guys V: has asked to help us will do a good or even decent job. The emitters aren't coming from the guns, but I think I'll toy with changing the shield mesh and seeing if that helps (maybe the emitters have to be inside the shield, I dunno).
Reply #661 Top
wow have i missed somthing? whats this about us getting texture help? and emmitters? have we finaly got that worked out? jeez i go away for a few days and you guys half finish the mod... i should go away more often =P

i'll need to get into contact with you guys as soon as i get home... which will be in about 2 days
Reply #662 Top
Well, the texture help is a favor from a friend of Alcari and now me, and he's asking his CoH skinners to help us as a favor, which is awesome, and I asked iNert to whip me up an emitterated slaughter for me to play around with, and it's working pretty well, but the left emitters are wierd still, although the entity seemed to be working, and I got a ton of minidumps, although I think that's because it's missing one texture. The ships seem to be capable of anything they need to do, so I'm thinking it's a messed up emitter/weapon entry pair.

Update: iNert, I tried the new model, but it was way more likely to cause minidumps. please tell me which emitters can fire in which arcs? Also, adding a third weapon entry seemed to cause minidumps whenever the ships were built. Thanks a ton for getting that model out, it's nice to have even if I'm having a hard time puzzling it out.
Reply #663 Top
What do all of you guys think about 40k 5th edition?
Reply #664 Top
No to rain on your parade but the despoiler is ALOT wider than that... I'll try to get Kiernyc to post a top view.
Reply #665 Top
Yeah I agree, will have take a pic of mine.
Reply #666 Top
I think the picture foreshortens the width, but yes, I think that it's got a much larger dorsal spine between the wb panels, and it tapers as it goes to the prow. However, it looks good so far other than that, and the sides look right otherwise. Also, I'll try to get the more... sparingly emitterated slaughter together next week, but I'm really busy, so I make no promises. Bloody school work.
Reply #667 Top
I thought it strange that the Despoiler was so much thinner than the Desolater, I was going off the picture on the UKGW store and the spine batteries seemed to have no gap between them.
Reply #668 Top
Ah, gotcha, lemme see the pic in gw's site...

Damn! You're right! That does look about wide enough for a lot of doubled up wbs, but not much wider.



It only seems to get wider as you get to the bridge section. Unless this picture sucks, that is, in which case, please enlighten us Admiral Kiernyc.
Reply #669 Top

It doesn't look that wide in this picture:

If it's actually an optical illusion that it's only two rows of wbs wide on the dorsal spine, please disabuse us of the notion, admiral.

Also, in other 40k news, Dawn of War 2 looks amazing, and I think that 5th ed will make a lot more sense from the pdf I read, but I'm not sure on the effect it'll have.

Reply #670 Top
GAH!!!!!!!!!!!!!!!! Evil forums at work!!!! Sorry about the double post with pictures (now a triple post, but the edit button went, and that needs explanation). I accidentally changed pages while posting, refreshed, didn't see my post, rewrote it, and then saw BOTH POSTS! Oops, sorry.
Reply #671 Top
lol x :LOL:

Yeah the Despoiler is actually REALLY wide. Kiernyc's is kind of a conversion though, it doesn't have those long tube things coming off the back.
Reply #672 Top
Ech sorry, pictures will be taken eventually. Everyone in my house is lazy...
Reply #673 Top
Ech sorry, pictures will be taken eventually. Everyone in my house is lazy...
End of quote


Yeah. All you need is to plug your camera in lol.

EDIT: Ok in yellow I put a line as to what you think it looks like. Blue is what it really is. Lol sorry for the crappiness...

Reply #674 Top
Oh, yes, the prow should be wider, and that would broaden the spine. Also, we already have the battery sections slanted, it just looks like they aren't in the picture.

As an aside, we've got ships working well enough for me to toy with (they're working except for the weapon emitters which get ignored and shooting comes from the center still), so it's going really well. I'll probably be able to get a cruiser clash testing version set up so by the time we get the chaos alpha together the battles will be decent, although it'll still take quite a bit of work to get just right. I'll be working on getting all the ships in game properly translated next, once we get the emitters working right.

Does anybody know how to make a custom firing arc by any chance? Otherwise, I'll probably just make dorsal weapons locked to the left for now, because that's the broadside they want to turn, and using them to supplement the broadside is the best use if you have to lock them in an arc.
Reply #675 Top
btw the way that's purple not blue...

Anyway...kind of odd they like to turn to the left lol...(and the emitters aren't working!) I have to knowledge of emitters (or broadside turning scripts?) so I can't really help you with that but i can take those pictures (eventually!) :D