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

2,666,050 views 1,261 replies
Reply #551 Top
I think he'll be fine with it. (I hope! :D )

Maybe you could use the toxic planet as a purged planet or chaos planet?
Reply #552 Top
Toxic purple chaos planet, that'd be awesome. I forgot those. I wonder if we can make abilities that change planet type?
Reply #553 Top
Fraid I'm going to have to take about a week off from modelling, something big has come up and pretty much anything social has been locked away for now :P If you see any new buildings from me in the meantime then just consider it a fluke.
Reply #554 Top
Chaos planets...don't even want to THINK about what goes on in those.
Reply #555 Top
Fraid I'm going to have to take about a week off from modelling, something big has come up and pretty much anything social has been locked away for now If you see any new buildings from me in the meantime then just consider it a fluke.


It's fine, I've got all my finals coming up and a big project coming due, so I'll be gone for about a month, and the only thing I expect to get done is deal with the whole sins plus/planets in general situation.

Chaos planets...don't even want to THINK about what goes on in those.


Yep, that's why there's the purple (or blue, green or red) mist. For your mind's safety!
Reply #556 Top
Yum Green for tasty Nurgle Planets! ;p
Reply #557 Top
im a big fan of sins and a bigger of warhammer 40k


capital ships
akkan battle cruiser is smiler to a Retribution Class batle ship

Kol Battleship is smiler to a Apocalypse Class ship

Dunov Battlecruiser is like Armageddon Class ship

Marza Dreadnought is like a battle barge

Sova Carrier is also like an Emperor class ship

cruisers
Kodiak Heavy Cruiser is like Overlord Class ship

Cielo Command Cruiser is smiler to a Lunar Class ship

Percheron Light Carrier is like Dauntless Class

this is just my opinion if somebodys is making a bfg mod use this as a template for the mod
Reply #558 Top
why? when instead we already have a full compliment of ship entities made by our wonderful coder xthetenth? all thats holding us back in the ships department is the models specificaly the textures and importing (the last one is my fault =P)
Reply #559 Top
yeah imo this mod shouldn't attatch itself to much to Sins.
Reply #560 Top
We use their engine, their effects, their forums. They deserve a good deal of credit.

EDIT: Your Imperial Highness (emperor somebody), I think those comparisons aren't all that accurate, I'm afraid. The Marza is no more like a battlebarge than it is like an Oberon. The Kol is more of a Retribution than an apocalypse (which is most similar in armament to the Illuminator frigate). Comparing a Lunar and a Cielo is also rather unfounded, as the Lunar is a general-purpose heavy combat cruiser and the cielo is a command/support cruiser with pathetic jokes of armament.
Reply #561 Top
Don't worry, I've already got the .entities for all the ships (and when I get my medieval 2 addicted rear end back to work, the planets too, hopefully uzii will sign off on the planets licensing deal). I can't wait till you get a model emitterated properly so we can show off some truly awesome screenies. :D

And yes, the mod won't be too much like sins, it'll look and feel much more like warhammer 40k, but it won't throw sins' advantages out the window, either. And don't worry, I'll give sins all the respect it deserves.
+1 Loading…
Reply #562 Top
it even has a ship graveyard so we can get code for claiming hulks.

lol every 5 mins produces 1 random ship type excluding capships
with light ships at 60% of the time medium ships at 30% of the time and heavy ships at 10% of the time i'll leave you guys to decide what ships should be in what class.
Reply #563 Top
Personally, I'd really like to see the ability to take out certain parts of a ship, like in Homeworld 2. Not only would it be just totally awesome, but it would add a new element of strategy.

(P.S. I haven't read all of these posts, so I have no clue what your talking about at the moment, so if this seems completely off-topic, just ignore it.)
Reply #564 Top
Personally, I'd really like to see the ability to take out certain parts of a ship, like in Homeworld 2. Not only would it be just totally awesome, but it would add a new element of strategy.(P.S. I haven't read all of these posts, so I have no clue what your talking about at the moment, so if this seems completely off-topic, just ignore it.)


Yes it is off topic, but it's a good idea. Unfortunately, that'd require a lot of work, and quite possibly access to the full mod tools. Critical hits are quite possibly going to be included if we have the code resources to do them, but the entries seem to only start fire effects.

lol every 5 mins produces 1 random ship type excluding capshipswith light ships at 60% of the time medium ships at 30% of the time and heavy ships at 10% of the time i'll leave you guys to decide what ships should be in what class.


Yeah, that sounds workable, but that'll need to be balanced, so it might not show up until later.
Reply #565 Top
Are you putting the crippled feature in too?
Reply #566 Top
Love too, maybe it'll work, maybe it won't, in which case the tools will be needed, and maybe it'll just be too hard, but one can only hope, and a similar trigger already exists in sins, the problem is it's only an effects trigger, but we might be able to hack together a buff that's triggered by the "critical hit" along with the visual effects, and IIRC, one of them happens at 50% health.
Reply #567 Top
Sounds good...hopefully it can be done! (Nothing is impossible with human ingenuity!)
Reply #568 Top
Sounds good...hopefully it can be done! (Nothing is impossible with human ingenuity!)


*sniff* that's just so beautiful...but unfortunately, if nothing were impossible with human ingenuity we'd have rotating turrets and tyranid ships.

Though, not really knowing what the engine is and is not capable of doing (programming-wise), full steam ahead if it can be done!
Reply #569 Top
Hey, we never said tyranids and rotating turrets were impossible, it's just that we assumed you wanted a mod that wouldn't require a computer from ten years in the future, and which would be conveniently released then rather than the nebulous date of "soon" :p . But in all seriousness, we'll do what we can, and release the alphas when the gameplay is ready but not necessarily pretty, the betas when it's pretty as well, and the full shiny happy version when we're fully willing to have people think it's the best we could do, and add stuff after that when it's good and ready. To be honest, I'm looking forwards to "soon". :D
Reply #570 Top
i hope the file will be small enough that i can download it with out my dad noticing. (ps is there a way to select which mods you want to play with because i have not found it)
Reply #571 Top
yeps you go to options then mods and any mods in your mods folder (realy complicated path... its in your documents and settings behind 2 hidden folders) will show up for selection
+1 Loading…
Reply #572 Top
i hope the file will be small enough that i can download it with out my dad noticing. (ps is there a way to select which mods you want to play with because i have not found it)


Yeah, I'll probably rar it to the size of a walnut and then chop it into bits if you need the reduced size. I'm assuming you have one of those internet planes that charges you for using the bandwidth you've already frikkin bought?

yeps you go to options then mods and any mods in your mods folder (realy complicated path... its in your documents and settings behind 2 hidden folders) will show up for selection


vista or XP? because I'll tell you the exact path, although if you just click show mod path, it'll tell you the path.
Reply #573 Top
yeps you go to options then mods and any mods in your mods folder (realy complicated path... its in your documents and settings behind 2 hidden folders) will show up for selection


Where are these hidden folders exactly?

Only marginally on topic, are those the same folders where our screenshots go? How does one make them unhidden?
Reply #574 Top
Oh, you don't have your hidden folders autodisplayed? well that makes it a bit harder, but not much. Go to your folder options menu, which in vista is in the organize header on the far left of the blue bar, and then to folder and search options, and in xp, it's somewhere on the right side of the options bar, and then go to view. There's a pair of radial buttons under a header for hidden folders. Select the one that displays them. There's really no reason not to. And yes, it's the same folders where your screenies go. If you're in vista, go to:

C:\Users\YOUR USER NAME HERE\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

If you're in xp, I forget the path, but you can check it in sins, just go to the mods menu and hit the button to display mod path or something like that.

Hope that helped.
Reply #575 Top
...eh, can't find it. But thanks for the help!

Anyone with XP know where I can find the screenshots?