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

2,667,220 views 1,261 replies
Reply #476 Top
I'm a nurgle guy myself. All things must come to an end...

X, that's WAY better than I dared hope. This mod should be on track in no time =)

Great job!
Reply #477 Top

will you also add your own ship types? some races have a dubious amount of ships, frankly.


I think the races will have enough ships (apart from the DE, but they're going to be raiders anyway), here's the list of other races' ships with an asterisk next to the ships from non-big blue book or armada GW sources:

Orks:

Space Hulk

4 unique battleships, but we might make ork battleships work differently if we can.
Hammer battlekroozers

Kill kroozers
Terror ships

Onslaught attack ship
Savage gunship
Ravager attack ship
Brute ram ship
Rok

That's a lot

Eldar:

Flame of asuryan
Void Stalker

Dragonship cruiser (4 variants) (I'd like to make this a light capitol ship to help give some variety for the eldar and help show the craftworlds' advantage in cruisers)
Shadow cruiser
Eclipse cruiser
Wraithship lightish cruiser (4 variants)
Solaris light cruiser
Aurora light cruiser

Hellebore frigate
Aconite frigate
Nightshade destroyer
Hemlock destroyer
Shadowhunter escort (2 variants)

Definitely plenty here, might even rival the IN for choice if we get all the craftworld variants in.

Necrons:

Five ships. You're right here, but the necrons are interesting on a micro scale even without the variety, and they won't show up in many scenarios. Fan designs are a distinct possibility here, though.


Space Marines:

Battle Barge

Strike Cruiser
*Devastator Variant SC (more guns and stuff, fewer Thawks, IIRC)
*Assault Variant SC (more thawks, fewer guns, IIRC)

Gladius frigate
Nova frigate
Hunter destroyer
Sword frigate rapid strike vessel
Firestorm frigate rsv
Cobra destroyer rsv

The space marines have a very good selection of escorts and get most of their firepower from them, so their relative lack of capitol ships is not a big issue.


And we aren't doing 'nids, so that makes for one race with a real lack of ship types, and they have enough meta strategy without that that simplifying the choice of ships just helps the player not get overwhelmed (imho).


X, that's WAY better than I dared hope. This mod should be on track in no time


They're stats only for now, we still need to do buildings, planets and tech trees, and the ships need their costs figured out (we have a rough draft formula for price based on points cost, but that will probably need changing after playtesting). Also, we'll need the mod tools to really get torpedoes right and give the ships a minimum speed. And getting the graphics stuff will take some work, but I guess the mod is progressing pretty well. Cool! :CONGRAT:
Reply #478 Top
N1ce!

I can start writing full-on descriptions for all of those if you want.

With necrons, we can experiment with the smaller ships mounting particle whips rather than lightning arcs, if only to add a little variety.
Reply #479 Top
So, i havent played solar empire for a while, but want his mod, is it complete? I cant seem to find a website that has downloadable mods on it. Anyone have a website or know how to get this mod if it is done. thanks
Reply #480 Top
So, i havent played solar empire for a while, but want his mod, is it complete? I cant seem to find a website that has downloadable mods on it. Anyone have a website or know how to get this mod if it is done. thanks


HAH! I should be so lucky.

But we should have it ready...I dunno. What do the programmers think?
Reply #481 Top
N1ce!I can start writing full-on descriptions for all of those if you want.With necrons, we can experiment with the smaller ships mounting particle whips rather than lightning arcs, if only to add a little variety.


They do have some variety in the escorts, it's just that the necron fleet moves too fast to really bother with much differentiation. If you're playing necrons, then you're playing a much faster game, and you really don't have enough time to set up perfect attack runs. However, my opinions may not hold true in playtesting, in which case we'll add fan designs. I seem to remember a design for a grand cruiser floating around on the specialist games forums that is generally regarded as fair and has a model floating around.


So, i havent played solar empire for a while, but want his mod, is it complete? I cant seem to find a website that has downloadable mods on it. Anyone have a website or know how to get this mod if it is done. thanks


I'm sorry to say that we are still a fair bit away from the first full release, but it will be playable before then. We'll figure a way to make it pretty obvious that it's ready to play. Generally, the forum thread is a good place to find the download, but because somebody else wrote the OP, we can't use that as an editable place for current info and downloads. When we have a playable version to download, we'll probably make another post here that you can download it from.

I'm still unsure on the time, seeing as I'm awfully busy (to be honest, I shouldn't be spending so much time on this thread) and we have various problems to deal with before the rest of the mod is ready to play.

I can start writing full-on descriptions for all of those if you want.


That'd be awesome, but I could do that, it wouldn't take too long.
Reply #482 Top
hmm, didn't look like that many last time i checked, definitively a mod to look forward to, who needs stormtroopers when you have space marines? :D
Also, won't there be tyranids?
Reply #483 Top
No tyranids. (Is said above in the long post by xthetenth) And the reason because is that tyranid ships do melee stuff and it just wouldn't work...(and they don't have a lot of ships)
Reply #484 Top
We might try after everything, but nearly half their attacks are meelee, and it'd just be horrible to have all the other races be nice and the tyranids be glorified bumper cars that do damage by tapping other ships. Also, a lot of their meelee attacks are only good because they can entangle the other ships, which would be even more awkward. It just wouldn't fly and would lower the quality of the mod unless we put in an inordinately huge amount of work and made almost all their ships work off of abilities, which would be a logistical nightmare.

Also, they tyranids have very few ships, but they have an insane variety of customization, so they'll be visually bland and hidously complex.
Reply #485 Top
We should amend the title of this post...Battlefleet Gothic[no tyranids]. It would save us quite a bit of typing  :p 

I'd be fine writing the descriptions, seriously. I'll feel lazy otherwise.
Reply #486 Top
For the descriptions you know you can just use the ones in the rules or the website...the descriptions in the rules are really good. And if you really want original descriptions I would be happy to do the Tau descriptions.
Reply #487 Top
I'd appreciate it a ton if you could write the descriptions, thanks.

I'm almost done with the features list for the first release, if you want me to put the race summaries and cool added features bit, just tell me, but I'd rather wait till I've written up the main gameplay elements.
Reply #488 Top
Hmm...you know those wierd green lines that show up whenever something gets hit by Vasari charged missles? those would be pretty useful
Reply #489 Top
hmmm? I don't remember those. What do you think they would be useful for?
Reply #490 Top
Generic green beam thingies of death, of course! Can you say "Freem"?
Reply #491 Top
Hey was just wondering which variant of Tau Explorer Class you were using. The more attack craft one (Vas'Ya Mark XXIII) or the less attack craft but uber gravitic launcher (Bork'An Mark XXIV). (or both?)
Reply #492 Top
Ah, yeah, generic green beam thingies of death are always good. It's either that or lovingly customized lance graphics (imagine my chagrin when my lovingly handmade light blue beam animation for the tau turned out to be the same as advent beams) :p .
Reply #493 Top
Also, are there any plans to put Tau Allies with them? Maybe the Demiurg Battleship or Kroot Warsphere could be their superweapon (super ship?) though they aren't actual Tau, it would still sort of work.
Reply #494 Top
Hey was just wondering which variant of Tau Explorer Class you were using. The more attack craft one (Vas'Ya Mark XXIII) or the less attack craft but uber gravitic launcher (Bork'An Mark XXIV). (or both?)


Sorry for the DP, gremlins took the edit button. We're definitely using the mk23, and quite possibly the 25, seeing as we can basically use the same model it's almost free variety unless it proves confusing, but an overall darker or lighter texture would fix that. Other than that, the only work is for me to do, and I'll do it, so it's quite possible that both will show up. However the 23 gets priority because it's the iconic explorer that everybody knows. (that and the fact that 8 mantas doing their thing is a terrifying sight.)
Reply #496 Top
yeah, I was wondering why they would skip from 23 to 25...perfect square number fetish, I guess.
Reply #497 Top
heh, I love how now that we have a feature list promised we all go into low productivity mode.  :LOL: 
Reply #498 Top
You guys or me? :p Also, I seem to remember the mark numbers on the merchant not being consecutive, but I never tried to memorize those. Also, the Ion cannon merchant is a really mean gunship for its size and cost (and unfortunately, its amount of hp as well). If there's room, we will always try to include all the variants (except maybe for the craftworld eldar, whose cruisers only have a few viable configurations, although we might rejuvenate the weaker functions).
Reply #499 Top
Perhaps I should crack open the mod tools and try my hand at making some models. Make myself useful for a change :P

When are they going to release the real versions, anyway? Seems like we've been waiting for some time now.
Reply #500 Top
Nah, the modelmaking is one thing we have covered. Inert is the man and you need other tools to make models. entity modding isn't hard, especially if you're a code monkey like me ;p, though, but that part is ahead of schedule. And yes, we have been waiting for that span of time commonly referred to as BLOODY FOREVER! for the tools.