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

2,666,497 views 1,261 replies
Reply #26 Top

well the model man says yes so we will start. what is the general polly limit we should aim for for caps cruisers and frigates?


STOP ASKING QUESTIONS THAT NO ONE WILL KNOW!!! lol jk

Seriously though, no one is going to know, besides maybe Blair or Craig.
Reply #27 Top
damn well im going for a tad higher than homeworld just to be safe. i have our first low detail frigate done so all we need is textures and i can put it ingame then figure out how to code and all that
*starts humming its a long way to the top*

Edit: also is their a way to extract models?
Reply #28 Top
Kenetor I wanto see that battlefleet gothic mod, that would be the hugest thing.
Dawn of War is still a game I play regularly with friends and that universe is soooo good. No fancypants good guys in that one
Reply #29 Top


Edit: also is their a way to extract models?


You mean open the sins models? No. Atleast not yet ;)
Reply #30 Top
well i am a failbot at textures its a combonation of no understandy and no tools so is there anyone who could do me some textures for an iconoclast frigate? it would be much apreciated

thats the model im currently working on a uv map its prety low detail but then again it was going to be going into homeworld
Reply #31 Top
I think this game is perfect in every way for a Battlefleet Gothic mod.
THere is so much source material for this and so much character to the universe.

Apparently the Battlefleet Gothic rules are available as a free download, which is unusual for Games Workshop.

here are the rules
http://www.specialist-games.com/battlefleetgothic/rulebook.asp

http://www.star-ranger.com/BFG.htm

For those of you who have never heard of Battlefleet Gothic
http://us.games-workshop.com/games/bfg/

Check out all the seemingly free battlefleet gothic magazine downloads
http://www.epic40k.co.uk/bfgmag/index.html

http://www.deepspaceclub.org/battlefleet_gothic_tactics.htm

some rules from the official site
http://us.games-workshop.com/games/bfg/downloads/downloads.htm
Reply #32 Top
OH GOD YES!!!!!!!

ok, now that the nerdgasm is over...



My opinion is that this game modded by a bunch of semi-pro's to look like BFG would probably be about as fun as this game modded to look like star trek or battlestar galactica. It would just be freaking cosmetic.



no... just no... If you've played BFG before you'd know that a lot of the elements are very different from sins or any of the others. For example, the Eldar use solar sails, so their movement is very dependent on their orientation in regards to the sun, and they really make for some interesting decisions, since they allow for a cunning admiral to execute hit and run tactics with near impunity if he can keep the sun at his back. BFG makes much greater use of maneuver than the other mods, which adds an entirely different variety of tactics. Also, I have limitless nostalgia for the day I conned my warhammer club into playing BFG. It was awesome even though I had to use my 40k minis for proxies (the emperor's champion made a sweet void dragon or whatever the eldar battleship is called, though). It's kind of funny, but I really learned to play 40k eldar by playing their BFG brethren. If the message wasn't clear enough already... ELDAR PLEASE!!!

I think that a properly executed mod that places the proper emphasis on range and maneuver would be brilliant, and will definitely make the combat more fun (probably to the detriment of the empire as a whole, but I can live with that). I'd offer my services, but right now I have no useful skills for modding. Maybe when I finish a few more cs courses I'll be able to help out...

Also, even though I saved and printed the rulebook with all supplements, I still remember the link to the whole rulebook. I don't know about the urls above, but I'm too lazy to copy and paste, so

Here's the links to all the sections of the rulebook in PDF form
Reply #33 Top
this is the only thing I did not like so far. There is no real 3D in the tabletop game, the explanation below I do not agree with. 3D gives the ability for many ships to attack from many more directions than the 2D plane does. This makes a single ship much more vulnerable to attack and demise faster than the 2d chokepoints offered by land combat. However I imagine for a space computer game, games workshops would take a different approach. A Computer game can handle the complexities of 3D combat.
I am hoping modders from sins will somehow impliment the 3D aspect better, both from the planets view and the tactical viewppoints.

Battlefleet Gothic ships in particular seem to be vulnerable to attack from above and below. Special formations would be needed to cover - their proverbials. Their proverbials in space being a spherical butt. However most of the broadsie guns would be able to fire fairly high.

Reply #34 Top
that is an excellent explanation for why 3d makes little tactical difference.
Reply #35 Top
maheshjr, the easiest way to put it is that you can attack one ship with 100 times the ships in a 3d plane as you can on a 2D plane. There are many ways to surprise and many more ways to look for a surprise.
You can also have infinetly more complex strategies and formations in a 3D plane.
For instance in space you may have a wall of ships, on the sea (2D) you will only have line abreast. Its much easier to bring numbers to bear in space.
If you were a commander in space would you line up in the usual way, pretending that flanking could only happen in 2D? Ignoring the other possabilities?
Your enemy would attack you from the top and bottom while at the same time from the front. He would ignore your broadsides and not bother theirfore with your right and left flank.
If you fire in all directions you dilute your firepower.
It would perhaps be true to say that in space smaller ships may overcome larger one due to the amount of firepower that can be brought to bear from all directions. surrounding a battleship in a spherical sense with many light cruisers that did not get in the way of each others fire like they would with the same numbers in a 2 D plane.

without gravity to stop you as in air warfare, there are so many more devious vectors to attack from

in short, if you do not think as a tactitian and strategist in space as 3D instead of 2... you are finished. That is what makes space combat different and more interesting. If you rationalise it back to 2D, it destroys the point of bothering.
Reply #36 Top
if it can be done it will be done is my responce to 3d combat but i havent even looked at the code for this game yet so im completley in the dark as to how the games inards work (how i wish for Gui based coding)the first two races we make will probbly be marines and chaos chaos because we are working on em already and marines because of their few but tough ships depending on how much help we get we will chose the next race when they are nearing completion

as of now im making it official that we are working on this and so im looking for a team so far we are a team of two so help is needed preferebly on the texture front but any help at all would be helpful even just someone i can talk to on msn to help me get my head around coding this game
Reply #37 Top
Another aspect of no gravity and the 3D vectors is the ability of a ship to spin in various directions to fire while not affecting its heading.

I think the code may even be there (or hopefully released) for real 3D physics as it was in Alpha game.

In any case great to hear that you are starting on the mod.

One Idea I would have would be a very strong emphasise on the culture takeover, as the influence of chaos takes planets by subversion
Reply #38 Top
just as the imperial creed can take them back. i havent done much thinking on the structures at the moment so sugestions are welcome

also ships can have a culture bonus right? because if you read the fluf about the space marines ships for instance the strike cruiser it says that even a strike cruiser coming in system is enogh to turn worlds back from rebelions and such
Reply #39 Top
If you want to have an idea of the "recommended" poly count as in what they were aiming for in sins I can probably help. I can just check the poly count for a few sins model. My importing of sins model in my editor is not quite done yet but I can probably do that.

Note that you can always go for higher count, it will just make the requirements higher. It's also a question of quantity, in sins the number of cap ship on screen at the same time is fairly limited. What is it, something like 8 per team, at a max of 4 players in multi?
Reply #40 Top
well im tossing up between small amounts of ships or not at the moment but a general guide to what to aim for compared to the sins ships would be great
also how the hell do i find the coordinates for the emmiters? do i go into max and find em or is there some other way?
Reply #41 Top
Um just try a few and move it around until it has reached a satisfactory position.
Reply #42 Top
i figured that out... no easy way eh? well anyway i just stumbled uppon the 3ds problem so looks like im going to have to find a converter to .x got any sugestions?

ps im all questions arnt i i should probbly stop  :d 
Reply #43 Top
Ummm you still have the 3ds issue even with version 1.3?
Reply #44 Top
well i told it to save to my desktop and i cant se it all i can see is the textures
... il have another look
edit: found it no problems it just found a hole in my block of icons
Reply #46 Top
it dident seem to have an extention though so you might wana just ceck to see if that happens with other people i added .mesh to the end and am about to see if it works

also if any official-type-people see this i realy love how you have set out your entity files its realy easy to use when you know what things are its all orderly and that, compared to homeworld2 and some other games its just so easy... still hoping for a gui based editor but beggers cant be choosers

ps what was the final word on animated turrets?\

EDIT: beware the iconoclast and the green-squigle-texture-of-doom(tm)!




obviusly i need someone to do some real textures for it. as usual my atempts at doing any graphical editing has ended in failure so if someone does volounteer to do a texture/the texture then it would be best if they can uvmap it too anyway im tired so im of to bed hopefuly il have more to show in the morn
also if you guys can get me some side and top veiws of say the tau and eldar il get my friend to do em after marines
and to the devs, can ya release the game a few days early cos then you will be right in time for my birthday  :LOL:
Reply #47 Top
You do realize there is a catch for the free rules and ships? It seems very out of date and its missing ships and has ships that dont have models.

PS, What modeling software are you using? I can't make anything like that in 3ds. I think I'm going to download inventor and import those files into 3ds to export them as a .3ds. So if I do get BFG models, I could measure them and make them in inventor!
Reply #48 Top
3D Studio max should be more than capable of creating such models Thrawn.
Reply #49 Top

3D Studio max should be more than capable of creating such models Thrawn.


I can't make anything more complicated than those shapes they already give you. I honestly have no idea how :p
Reply #50 Top
im in the same boat thrawn but my friend inert can pull all sorts of awsome things out of his hat
also grab the armarda pdf's as well cos there are ships in there that arnt in the main one and the ships are the perril of it becoming a specialist game