Ahhh, now it makes sense. The escorts aren't all that strong and they don't use firepower dilution at all, they just queue up nicely to get shot. Howver with some cruisers they'd have some teeth. I'm not sure how many I want to put in the base, but I want to see a cruiser pop up in the nastiest two levels of raids and the garrison to give them at least a little bit of teeth, it's pathetic otherwise. With a cap, those raids would take two cruisers and a modicum of attention to beat, which coul
xthetenth
[quote]If you get the reference; cookie for you.[/quote] no cookie, I'm sorry, do you have a link instead? [quote]I can't be certian until i have faced them in battle, but it would probaly make it a bad idea to dump 5 cap ships and return later to see how they are doing.[/quote] Huh? I don't get what you're saying. Also, all cruisers are in the same weight class and are generally close in their capabilities, so guess off that. [quote][crazy idea] the flak do se
[quote]No, I need that. Let me know when you can get me a copy.[/quote] I'll PM it to you on modcraft right now. [quote]-sniff- The little mod is finally growing up...they grow up so fast! [sobs with happiness][/quote] haha, what'd you think of it?
[quote]I'm trying to get videos together.[/quote] SWEEEEEEEEEEET. I've been longing for a video of this mod to set to liberi fatali (The ff8 theme, don't ask me why) for a few days now. [e digicons]:grin:[/e] I got you the internal version with chaos and the IN, right? If so, try to keep the chaos caps other than the despoiler off the videos, will ya? Also, if you take the time to learn the change galaxy command menu in the dev exe, it'll make your life a lot easier.
[quote]With the increased importance on broadsides it'd be fantastic if the fleet formation options were expanded, rather than just the tight, normal or loose coherence from vanilla sins.[/quote] I'll see what I can do about that, I don't know how detailed I can get, but I definitely want to see if I can increase the spacing between the various ranks so the support ships can stay off the firing line. [quote]Will boarding torpedoes be dealt with as an exectuable
yeah, it's called right clicking in the middle of the enemy fleet =p And yeah, that'll be there once we get the models, it's not that hard to do, and it's a tactic that's low on micro if you catch your opponent off guard and can force him to react in a way favorable to you. They're definitely on my list of stuff to add, they're an interesting change to the IN approach to things, and chaos works great with them.
Well, the flagship of my chaos fleet is a repulsive, so I'm not letting iNert not get away with not putting that one in, and we've got an idea for chaos and the IN where you start out with only the Grand cruisers available as capital ships (IE they get experience and you get one as your flagship) so by the time you get battleships, you've got a levelled GC that can keep up decently because of its experience. I think this'd work better for chaos, where the GCs are very much a flagship lite shi
I think the big blue book was marvelously understated when it said that chaos really couldn't find anybody on their side who wanted to ship supplies. Kind of forces them into the whole fast raiding thing, doesn't it?
[quote]Looking forward to Dawn of War 2. Think they've taken it in absolutely the right direction. Also, is it just me or are the Blood Ravens the best interpretation of a Space Marine chapter ever? I am hoping for Relic to return to Homeworld at some point with a Battlefleet Gothic (Warhammer 40k space battles) game.[/quote] I honestly love the black templars, just cuz they're nuts. Well that and they have a really distinct character. And if you really want a BFG game, I'd recommend y
[quote]I like your idea X about the Tau ship transition later in-game, though I assume you can still build the old ships?[/quote] Yeah, of course, it'd be way too much effort for them to not be available even if I wanted to make it that way, and I'll even try to make some options for strategies that use the SG fleet just for you. [quote]Also, Tau culture should be teh pwnz, along with their trade....so they should be the economic beast of the races [/quote]
Dude, I explained the mechanic for encouraging a player to switch from the SG fleet early in the game to the FW fleet as a late game fleet =p . Yeah, they're getting both fleets, it'll give them a good sized fleet selection and some interesting gameplay mechanics. EDIT: Nice quickpost, beat me to it. Oh, and if you want to look at and comment on my dev journals without becoming a member at modcraft, I've started an impulse blog <a title="bfgdevjournals" href="ht
[quote]Purification by holy fire is what we need for these beings so corruptet by the prince of pleasure![/quote] I love the smell of prometheum in the morning... [quote]defences sounds good, it may be that i'm just not that good, but it can be a real pain to guard even relatively bottleneckt planets, when ships go "popcorn"[/quote] Yeah, and the whole psychotic attack thing is a bit too aggressive for most peoples' taste, but if you cede the momentum as it is you're i
Yeah, me neither, they'll be a lot of fun for me to design and if my plan works out, a lot of fun to play.
Why oh why can't the strike craft behave? I know I've seen this before, I just don't know where. Maybe if I put a comissar in all the fighters they'll behave properly... [e digicons]:P[/e] Hopefully I'll get that sorted out, and as I become free over christmas break I'll be able to add in the Warhammer 40k planet types, which should be good. I've got all the stock textures to draw on as well as all of the ones from sins plus (thanks danman!), so I should be able to fai
[quote]Feature creep [/quote] So Craig, hows the Sins mail client going? [e digicons]:grin:[/e]
[quote]Have you given thought into how you can integrate Fleet Admirals into the mod? Off the cuff and tying into the base mechanics of purchasing levels in Sins, you could link each class of Admiral to a designated experience level. ie Purchasing a Vice Admiral directly levels your Flagship to lvl 2, an Admiral takes it to lvl 3 and a Solar Admiral takes it to lvl 4.[/quote] Not sure about that, because in many ways, to keep it fair we'd have to up the training time for higher experi
Oh god, not this again, I thought this wasn't happening to the Imperials. I'll try to figure it out as quickly as I can, but it's been giving me a hard time for chaos.
This is the first of a series of posts I will write to help newcomers to BFG understand the mod's very different gameplay. It focuses on the Imperial Navy, the only race playable as of now, and will talk about their use of the main weapons and discuss each ship. This and all subsequent posts on this blog will be focused on the Battlefleet Gothic mod I helped make for Sins of a Solar Empire, which can be found <a title="BFG mod for sins link" href="https://forums.sinsofasolarempire.com
Yeah, and I had to run the entities through their paces a lot, but unfortunately that kind of saps my interest to play a long game with the computer. Anybody want a game for the upcoming christmas season? I really want to play a game with a human now that we've got a version publicly available.
Hey, spartan, we just released as you know, could you update the link for the battlefleet gothic mod to this ?
[quote who="Archaon6044" reply="8" id="1968786"]i'll be the first to say i have no idea about BFG tabletop[/quote] Fair enough, but I wanted to make my reasons for not merging them clear. Anyway, the Imperial Navy already has more ships than anybody else (when we're done that'll include stock sins races, because the Armageddon ships make for three/four more depending on whether we add falchions) so adding marines would be a bit much. [quote]man you guys fix thin
[quote]and alo, it sounds like the Imperial Navy and the Space Marines have been merged. is this the case?[/quote] No, why would this be? They have different command structures, fleet composition, ship design, and their fleets don't really complement each other. Also, Space Marines have 6+ armor, so they're rather unlikely to be put in the mod until way way later if ever. We're out of armortypes, and 6+ isn't one of the ones we're making.
Absolutely, we're going to put the Ramilies in, but it will almost definitely require entrenchment because of how hardcoded the buildings are, and the Blackstone will be a bit hard to work in to chaos' intended fast, constantly assaulting style. The planet killer is a good bit more mobile and generally makes a better top level weapon, but we're trying to fit the blackstone in. And yea, the SG tau are pretty damned fugly. And don't worry, I will try to make sure there ar
Either works. Generally, if you have something specific to post on we'd prefer the other forum so you can make your own thread and keep it focused. [quote]will you include the Planetkiller (It'd be an interesting mechanic if it could actually destroy planets, if not even as a fleet pillbox it would be fun) [/quote] It's in as a fleet pillbox, and depending on how much we can have the effects change a planet we'd absolutely love to have the beam work to kill plan
Umm... yes, yes there was. I accidentally didn't rar up the file, and modcraft won't let you upload files it doesn't recognize. Prezo, if it weren't my bedtime, I'd love to play again, but... EDIT: Venerabledreadnaught, if you have a playerchaos.entity file you'll need to delete it to play the alpha online, and as a tester you'll be getting the full version anyway (even though it isn't much more), just a heads up. I'm going to sleep, try not to crash it in the m