I am an Iron Warrior! Iron Within, Iron Without!
Thats not kool, I can see leaving something as a surprize but there are so many classes they simply cant all be in this. So why not give a list of what will be incuded?You'll find out when you see it yourself.
Heretic does not want to spoil anything.
Because we don't feel like it? It's up to Heretic, naturally, but I don't feel like stating the specific content(s) of the release until the release is, well, released.
Come on. It's not like you're making a preorder, this mod is free. The lists of a mod's features usually come with the release notes. Why would you need to know the list of ships beforehand?
If the team were to say "this is the list of ships being included in the upcoming release," you can bet that more than half the replies would be asking "why isn't <favourite ship> being included? It's like the key ship of X race!"
If the team were to say "included in the upcoming release: *******-class megaultradestroyer!", but then it was removed at the last second due to bugs, you can bet that more than half the replies to the release would be asking "hey, where's the *******-class megaultradestroyer."
If the list of playable ships is posted right there next to the download link, everybody reads it. Can you blame Gorb for not wanting to post it now?
Last edited by Ramrod; 10th Dec 11 at 9:18 AM.
Look at the bright side, kid - you get to keep all the money.
I don't think he's worried about the classes themselves, but how they'll be handled. He's not asking for a list he's asking for the mechanic of cruiser class ships i.e. whther they will be a base class upgraded or a multitude of separate build able options.
For the Greater Good!!
Originally Posted by dj0311Comprehension fail?Originally Posted by Malcador123
Gorb: As to ship building, will you keep the previous way which was to have all available ships listed in the build menu or will you make use of the potential secondary build menu to open class-based builds (eg. BS/Cruiser/Escort)?
Last edited by Lleman; 10th Dec 11 at 3:52 PM.
We look to the heavens so that one day our children may look back towards home.
I did initally ask how classes would be handled but after that was passed over without being addressed I asked what ships would be included.I don't think he's worried about the classes themselves, but how they'll be handled. He's not asking for a list he's asking for the mechanic of cruiser class ships i.e. whther they will be a base class upgraded or a multitude of separate build able options.
There is no need to get pissy because I was curious about what the fleet list will look like. There are at least 4 other BFG mods that do include a list of the projected fleet list for their release.
FYI there is an earlier post on THIS forum that does list what ships will be on the fleet list but its very old and I didnt know how accurate it still is so I asked.
Shoot me for being interested in this mod.
Post #231 by Heretic is a Imperial Tech tree.
#246 by Heretic is a list of Relic Units.
#293 by Heretic is a release feature list.
#476 by Kadaeux is an image of all imperial ships flank on for scale comparison.
#527 by Kadaeux is an Imperial Tech Tree.
#1202 by Heretic is a list of fleets, map and other features.
Multiple posts have images specifying ship class like post #413 by Heretic.
So a list of what to expect isnt such an odd thing to ask about.
Well, i think the matter has been addressed by Gorb*, so no point in insisting, is there? This shouldn't be a preventative from keeping an interest in the mod, however. All i can tell, being somewhat privy to some developments and without spoiling, is that you'll have your hands full of ships to your utmost squealy contentment.
*being to Heretic what the Mouth of Sauron is to the Dark Lord... kinda
Im still interested I was just making a point that is wasnt such an odd question to get such rude feedback.
You received no "rude" feedback as far as I was aware. If you have taken it as being rude, then I'm afraid you should re-read the post in question. Remember that the forum rules warn against repeated requests for information and/or updates.
The mod team will release news when there is news to release. If we don't want to release news, it's because we want to save information for a later date.
Okay well I dont want to start any problems here. I just felt that some of the reponses to my "not kool" post were rude and uncalled for. Im new to this topic and I havnt gotten a very warm reception just because Im curious of the current status of the mod. There is 4 years of info on here, you kind of have to ask for an update when you first read it because who knows how good any of the previous info is?
There is alot of information about releases and ships and features in this thread farther along, I think it would be good if someone addressed that information so people know what is good, bad, old and new.
Im not asking for any un released info Gorb but there is a ton of released stuff all over this thread (such as multiple ship classes). It would be nice if it was compiled for people to look at get a good understanding of what this mod is and where is stands. Dont get me wrong Im not trying to tell you how to run your thread, just tossing out an idea.The mod team will release news when there is news to release. If we don't want to release news, it's because we want to save information for a later date.
Basically I think it would be nice if there was a sticky or something that let people know what is still good info and what has been done away with.
You being new to the forums and to this thread in particular, i amiably suggest you learn Heretic's ways of divulging infos, and aggregate them accordingly.
You'll find a) answers to your interrogations; b) entertaining moments trying to decipher the info bits; c) usually good recalls of fluff snippets from the BFG/40K publications. That and a little bit of reading will patch together a good mental list of what could be delivered upon completion. Now, if you're of the kind that like to be spoiled, you've knocked at the wrong door is all i can say.
Now, Gorb, Y U NO REPLY my post#1256? I feel so dejected right now (especially since i truly think you already replied to this back when you dwelt on irc, but my senile memory got in the way).
dj0311, I understand that the mod thread is both long and old, however any posts made by Heretic in the past year are valid. This thread will probably be kept open until the initial release of the modification, at which point a new thread will be needed.
Not really a comprehension fail Lleman, just trying to get the "original" point across which wasn't asking for a list. Just saying.
Really looking forward to this mod. keep up the good work guys!
Could you possibly update the OP at some point with some of the newer screenshots? It would probably also get more people interested in the mod, if they can see how you have progressed without having to wade through a long thread.
I agree with nathaniak, keeping the first post updated would be really nice!
Looking forward to seeing this mod advance, though I will test the mod, I would only really play if there were a land - space zoom in zoom out and you have to keep an eye on both! Would make things really heated up! Haha!
I believe this one is strictly space... however it would be cool to see space battles integrated with land battles... Truth be told- I'm gonna play the crap out of this mod when it is released. I mean play until my eyeballs bleed! lol
Don't get me wrong, I use test loosely. I'm sure it will keep me entertained for hours.
I just mean for it's future prospects, looking at a way to integrate land and space battles into two separate war zones would be just orgasmic... Not even kidding, the ability to send drop pod's of units quite literally from space? Assisting land units with heavy orbital bombardments that you actually see happening in space view? Get me a towel...
Coming from a marine player... Clearly! Haha.
That is 100% possible either via SCAR or my mind.I believe this one is strictly space... however it would be cool to see space battles integrated with land battles...
Although, if you want to play land battles you can always switch to SS vanilla via Game Manager.
Cylarne, switching is kind of missing the point were making. Haha, but yes that's an obvious option...
You could link maps with a campaign mechanism and give the players in the second (ground-themed) map a bunch of assets based on the results of the previous battle, I guess.
If people want to play DoW, they should play DoW
I completely agree, and I'm sad that you see it as impossible. Whether it is or not as there may be a way around it that you have not thought upon.
But again, it was a hugely optimistic and future based suggestion... I didn't demand it nor did I ask for it immediately... Commenting on your last statement, 'If people want to play DoW, they should play DoW', again... As I said before, it wouldn't be even slightly the same as playing just DoW as it would be both Land and Space battles occurring where one may support the other, one may advance and if not overseen may gain an advantage. It would be nothing like playing DoW vanilla.
But other than that, I completely understand what you are saying. And even though you mistook what I had said, it is just an optimistic idea to dwell upon in the future. As let's face it, just space battles, or space and land battles occurring at the same time? I can bet I can guess what the general public would go for.
If I remember correctly (correct me if I'm wrong, please), but doesn't Relic consider it a big no-no to mess with the hardcoded stuff? I kind of remember that they didn't want the campaign maps for DC and SS messed with...
not exactly true: Relic didn't want the gfx part of the metamap to be altered (the middleware code) not the campaign itself.that they didn't want the campaign maps for DC and SS messed with...
an obvious way to make campaign is to bypass the metamap (done).
about mixed ground space battle : yes it is possible to do it but this is not the BFG mod team goal. We will wait until the mod public release and see what can be done about this (a lot !!! ) a lot depends on the mod and how it works. it could be impossible to mix with another mod even via the use of a mod manager or calling upon the bfg to be encapsulated in another mod via a .module file.
Oh! Okay! Thanks for clearing that up for me Jaguar... (off topic) wasn't there a tutorial somewhere? (back on topic)- I've been watching this from the start, and I can't wait to see it in action! Keep up the goo work everybody!
Hi folks. Would just like to say, keep up the good work, am mouthwateringly waiting to play this mod, as it sounds like so much fun.
However, now on to my point. I have recently acquired an application that helps you to create entire sectors of planets (down to minute detail) randomly and almost instantly. I intend to use it to create campaign materials and a book of related short stories for Warhammer 40,000 (that I will hopefully send off to Black Library the next time they have an open submissions window).
However, what I would really like to do is to make a Warhammer 40,000 plug in for this application, to aid in graphics and conceptualisation of stuff before writing the stories (I also want to do some fleet based things, as I havent found a decent Battlefleet Gothic series of novels yet - if anybody knows of any please point me their way with author and title names).
This application has the ability to import in 3d models for fleets and space stations and such, and I was wondering if you would mind me stealing a few of your models already done for this purpose. They dont have to be textured, just base 3d models would be fine - with perhaps on what application I would need to open them in.
The application I intend to work on is called AstroSynthesis, and with its associated application (already bought as well) called Fractal Mapper, it allows you to create star sectors from sector view all the way down to continent mapping. Its available here should anybody else want to have a look at it (or once having done so, give me any advice on how to go about this).
Any help or advice is 3d modelling would also be much appreciated, as I would really like to start getting involved in 3d modelling, both for my own fiction point of view, and for also assisting in modding.
Hey, can you release an alpha/beta version of this mod?
It is a bird! It is a plane!
IT IS THE BANEBLAAAAAAAAAAAAAAADE!
An alpha/ beta would be nice- but Heretic and the rest really don't like to release anything until it's done. They've been that way for I think every mod they've ever done on these forums... lol
Please don't bump a thread to answer a question posted more than a month ago.
After months of head scratching - we have finally overcome a major obstacle. Within the maps for regular Dawn of War, there is terrain, obviously, which we stopped rendering for the mod, giving the impression of no ground for our maps. However this left us at quite the predicament - the skybox is only half a sphere so underneath the map there was major distortion. We pondered how to do this, was it possible to change the mesh entirely without ruining the game? As it stands, it is possible - we did it. So the skybox for the Battlefleet Gothic mod is now a sphere, completely different to the vanilla Dawn of War skybox.
Although this seems a minor change - for us it is a huge step, getting the engine to be even more different than the original. While we cannot do 3d movement (this was never the aim - Battlefleet Gothic as a tabletop game is 2d and that is what we are emulating) we can now have 3d looking battlefields easily, with asteroids floating above and below the ships. Clever admirals can hide their ships in the asteroids and debris fields, ambushing unsuspecting players...
And as a nice way to round off, our progress is pretty steady. At the pace we're moving at, things could be looking a lot more Gothic on your screens in very little time...
Last edited by Heretic; 2nd Oct 12 at 9:16 AM.
Iron Within! Iron Without!
Deception! Heresy! Lies! Awesome!
However your screenshot isn't showing up. It only shows a red cross.
Excellent work Heretic.
All is dust...
with the risk of sounding out of place ...
why didn't you start this as a "Homeworld" mod?? instead of DOW
Because we mod Dawn of War, not Homeworld!
The extended answer: Battlefleet Gothic is a 2d wargame with 2d tactics, so we felt that Dawn of War was best to represent that.
I third that!!! Been waiting for and following this mod since it started.
Similar size to the Predator in length, obviously thinner! And in related news, every single Imperial ship is ingame, unwrapped, textured, animated and I'm fx-ifying them this weekend. Then next week, Chaos! Then, well, I guess we'll all start spacing out, eh.
I am enjoying the progress you have put into this by far regardless thereof. Must be a great challenge! Staggered (right word?) by thought that all Imperial ships are done. oO Chaos next... blood pressure rising... xD
I sure hope I don't annoy any TT purists by removing Morale from the game . . .
But hey it's only an idea at the moment. Ships need Fuel, right?
Code-based differences from vanilla Dawn of War:
1. There is no Requisition, there is only Manpower. Manpower determines your ability to crew your vessels (and stations) with, well, crew. All Orbitals will produce a static amount of Manpower upon acquisition and only a slight amount per second after that. Mining Asteroids generate a constant rate of Manpower (decaying over time, naturally).
2. Power is a necessity of space warfare. You do not need power to power ships; they generate their own. Ship construction is something done far from the field of battle; the mysterious nature of the Empyrean is needed to transport battlefleets to where they need to go. For this you need Research Points, generated by research and excavation of Relics and in small quantities by the continued refinement of Mining Asteroids. You may even be able to strip-mine Asteroid Fields, however this is a dangerous (but rewarding) operation.
3. Space is dark, vast and anything but empty. You need to know if you're flying into an asteroid field or a planet's gravity well and for that you need sensor technology. From the smallest frigate to the oldest corrupted behemoths of the Traitor Legions, ships generate sources of light that reveal nearby locations. The larger the vessel, the greater the sensor range (and luminousity).
4. Combat is completely different. Gone is melee combat (predictably) - at least, in the first release (honestly Orks what the eff I don't even know). But ranged combat is not a nimble dance of death based on reflexes and armour/weapon matchups. It's very much about the strategic and tactical manipulation of your battlefleet as broadsides are fixed emplacements you have to turn to fire (slowly, in a lot of cases) as they are sidewards-facing. This tends to put what lances you have out of use as well as their firing arcs are typically forward-facing.
5. All ships have shielding capabilities. The strength of the shield is reflected by a significant health regeneration modifier - however once you go under a certain health percentage this regeneration is lost until the craft is repaired. This isn't Dawn of War with relatively rare vehicles that serve as counter to other unit types. All units in Battlefleet Gothic are ships. They're all vehicles of a kind. Not including a self-repair mechanic would unnecessarily punish/stall-out gameplay. As such (and bearing in mind coding limitations) this is how shields are implemented.
These are only the confirmed changes I have based on what I have implemented and what I am about to implement.
Further changes may come, post release, as well as tweaks to existing mechanics. However, these are the largest changes to the game you know and love. Changes to make it more suited for fleet-based combat in the cold void of space.
Sounds great to me! I can see all kinds of tactical and strategical possibilities with this. Damage to ships should knock out shields and/or shield generators.
I think fuel will be the most interesting feature when it is thoroughly considered.
I like to strongly disagree with that, strongly and definitely comment on that.I think fuel will be the most interesting feature when it is thoroughly considered.
1. Starships with fuel in Space? In the Warhammer40k Universe? Might as well give Predator tanks fuel.
2. It will diminish gameplay by a lot. I've seen many games with the addition of fuel, however realistic, it takes out the fun entirely because you have a bit to worry about and a bit to pay attention to which gets irritating, for me anyways.
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