Basis on how the Fleets will workish and how they technically as of right now be going in that direction of sorts and also who will be in it doing what.

Posted by Palaisy on Jan 13th, 2013
Article

Imperium

okay so the imperium of man is going to be alot of balancing like on the table top for instance the heavy cruisers and battle ships guns are the best at shooting the smaller faster ships of say the eldar which means that you need your lighter cruisers in a fleet so you dont die and vis ver ca you cant just spam smaller ships cause theyll get completely destroyed.

Chaos

is going to be the same thing as the imps seems how they are really the same (shoot me later for this heratical statmenent)

Orks

As of right now they will be the one thing EVERYONE  LOVES in Sins PIRATES MUAHAHAHAH lol we well implement a playable version of them later down the road as of right now the will only be pirates but funny ones cause well there orks bahah.

Eldar/Dark Eldar

Will be primarly at there core the same things will differ but this Rainbow/dark rainbow "Specail People" will be more hit and run and wont have the hull to stand on a 1vs1 against a Imp or Chaos Battleship. Because Eldar are squish in every way haha

Necrons (My favorite fleet hehehe)

Okay so everyone has heard offull stories of this old machines will they are all true Three necron ships can wipe out an imperial navy and to compensate for the Firepower they will cost a Shit Ton of fleet supply mean no you wont be fighting a Carion Tombship in the first five mins cause lets face it that thing buy itself can almost wipe out an imperial armada so will most likely do is for there ships is have Frigate Versions and Cruiser version of there ships for most likely UNLESS we get support from the community (below to give us ideas for custom ships that goes for eldar and orks as well) 

Tyranid

As of right now there are no planes for them for the ONE REASON all there ships mainly do is ram board wipe out they do NOT have alot of long ranged ship and are mainly assualt which is problematic with the sins engine so right now we got squat plans for them
 
So this concludes everyone for now.

Wait what was the wear is the tau oh i didnt forget them there my second favorite navy but there are in secret development right no.

Awe are you tau players are sad well im just messing with you

Tau Navy

Well you know the Whole saying tau dont do close combat will in SPACE there is NO such thing unless your Orks Necrons and Tyranid that just board your shit then your FUCKED! lol haha so the tau navy will be the Collection of the Great Good and some added toys for example there titan will be an experimental Battleship which main guy is Planetary Defense Rail gun snuggled tightly in its hull and well yes tau like rails and plasma and dont for get there famous missiles that track

Now im done about this Blurp of the day

For how the combat system will work stay tuned

AND IF NO ONE COMMENTS WITH IDEAS FOR SHIP YOU BE DEEMED A HERETICAL TRAITOR AND WILL BE PURGE WITH FIRE :D have a nice day ALSO ANYONE GRAMMAR OR SPELLING CORRECT ME GETS A LAS SHOT TO THE HEAD

Post comment Comments
moddlord1
moddlord1 Jan 13 2013, 10:54am says:

waz up! da pirates are here!! ready for waaaaaaaagh!!

+3 votes     reply to comment
jannik2099
jannik2099 Jun 13 2013, 11:33am replied:

why does your BLUE ultramarine wears a RED bolter?

+1 vote     reply to comment
Palaisy
Palaisy Jan 13 2013, 11:22am says:

bahaha thanks for the comment and yes the pirats well be intresting haha

+2 votes     reply to comment
xPearse
xPearse Jan 13 2013, 11:27am says:

Can't wait for the Tau as their spaceships look really awesome.

+2 votes     reply to comment
Hopit
Hopit Jan 13 2013, 11:42am says:

Dark Eldar would make up as better pirates. Just my 2 cents

+3 votes     reply to comment
SpardaSon21
SpardaSon21 Jan 13 2013, 1:01pm replied:

Sure, but unlike Orks they're hard to convince to do what you want them to do. Bounty and pirate missions wouldn't work well for Dark Elder. On the other hand, just give Orks some flash gubbinz and dey'll be happy ta krump 'o you sayz ta krump.

+4 votes     reply to comment
Palaisy
Palaisy Jan 13 2013, 3:10pm replied:

all factoins will be playable as of right now only the only races ingame will be imps chaose eldar and orks as pirates

+2 votes     reply to comment
Neiko-Noeva
Neiko-Noeva Jan 14 2013, 7:19am says:

some idea for tyranid, well since they do is board and **** your ship. and they dont have long range fire power, what about using "boarding party" skill from tec. if succesful, boarded ship shall look infected or something like that...

if you want long range attack, how bout making their projectile look like spore.

just my suggestion. i dont know much about modding :)

+2 votes     reply to comment
Palaisy
Palaisy Jan 14 2013, 5:55pm replied:

lol either do i haha xp just going as i do and yes that does seem like it would maybe work but they wont be in for a long time

+2 votes     reply to comment
Dragon_Hunter22
Dragon_Hunter22 Jan 26 2013, 6:45pm replied:

Maybe code it in as a REALLY short ranged weapon that makes it look like the ship rammed the target, but really it was an attack with minimal range and produces a lot of partial effects. It would also have to affect both ships, although the victim would take more damage.

+2 votes     reply to comment
NeighborKid
NeighborKid Jan 16 2013, 9:45am says:

I hope you make the ships turret weapons animated so they can actually turn to face the enemy to fire. Also IMp broadside attacks should be epic.. should be some awesome sounds and lots of pretty cannon and lance fire! Just think of the gun man of war firing one whole side of its self and there you go!

+2 votes     reply to comment
Palaisy
Palaisy Jan 16 2013, 1:05pm replied:

as of right now there WILL NOT be animated turrets for it takes alot to do that and i would rather get a stable playable version out first as of RIGHT NOW there weill be firing arcs of sorts like the table top were certain guns I.E. the batteries will have a larger firing arc compared to foreward lance weapons which would only have a 45 degree again firing arc from the front of the ship and this mod will focus on Keeping it true to the table top as much as possible so that said NECRONS will be completely over power but we will balance it with price and Pop Imps and Chaos will dominat at Broadsiding cause they do on the table top Eldar/Dark Eldar will be squishy but hard to hit and be good at getting in and out (thats what she said) Tau well be the most balanced for they technology next to the necrons will be the strongest and most advanced there Rails and missiles well make them excile but they wont have the hull compared to the an Imperial ship. Also as of right now the Necrons will be the they fourth fastest ships in Gravity Well and Fastest in Phase space Due to there FTL technology which will make them extra deadly (also i favor the necrons over the imps cause they are bad asss) and it hasnt been decided but they might have a "Tactical FTL" Jump ability.

Oh and if i can work it all planets will Damage all ships about a cruiser size within a certain range due the the mass of the ship and Suns will Damage ALL SHIPS OVER TIME except the Necrons (look up there rules youll understand why) Thirdly and finally as of right now asteroids belts will damage as will..
For the damage people be like that is gay will no it only will stop passive regeneration of shields abilities wont be affected for recharging shields

+3 votes     reply to comment
jannik2099
jannik2099 Jun 13 2013, 11:37am replied:

eldar should also deal high forward damage with long-range weapons (they have the ******* technology, and if tec. isnt enough we have psi powers. PSI POWERS!!!)

+1 vote     reply to comment
Palaisy
Palaisy Jun 13 2013, 3:52pm replied:

eldar well be mainly lance seems how thats what they do and yes they will be front heavy with minimal to no side or rear fire power

+1 vote     reply to comment
Coconutdawn
Coconutdawn Jan 20 2013, 7:04am says:

I really hope you can pull this off! I have been wanting a battlefleet gothic mod for ages, but I lack the skills to be able to do it myself :(

+3 votes     reply to comment
Palaisy
Palaisy Jan 22 2013, 10:52am says:

haha im not that effecient either its a group of misfits work on it xp hahah

+2 votes     reply to comment
Dragon_Hunter22
Dragon_Hunter22 Jan 25 2013, 6:42pm says:

Dear Mr. Palaisy,
Fist off I would like to congratulate you on your work so far with this Warhammer 40,000 mod for Sins of a Solar Empire. I myself love both Warhammer 40k and Sins, and combining both of them together is genius! Now I have a couple questions to ask you on your work:

For basing and comparing ships, will you be using either Battle Fleet Gothic or Fantasy Flight Games: Rouge Trader.

I am asking this because they are two completely different beasts. The advantages of using BFG is that it encompasses all of the races of 40k, and has an easy-to-read rule system and the stats for separating ship classes are basic and simple. It is easier to use and involves a lot less work.
The FFG Rouge Trader books: Core book, lists basic hulls and components to ships; Into the Storm, adds some ship classes and different races, as well as adding more components and weapons for new ship hulls; and the Kronus Expanse, Includes rules for Torpedoes, strike craft, and Nova Cannons--as well as including even more ship hulls/components and xenos races to use. There is a treasurer trove of information included in those 3 books, but it is all scattered and unorganized. It shows precises differences in ships weapons and structure; for example, in BFG if a ship is outfitted with plasma weaponry, it has longer range. In FFG's game system, a ship with plasma weaponry generally has slightly increases damage, higher chance to cause criticals, and the criticals it does cause, they do more damage.
My friends and I have developed a tabletop version of the FFG's system by standardizing crew stats and component costs. Let me tell you, personally building your own ship, starting with a hull of your choosing, adding components and budgeting your available points, ship space, and power consumption, really adds a whole new level to the enjoyment of the game.

+1 vote     reply to comment
Dragon_Hunter22
Dragon_Hunter22 Jan 25 2013, 6:45pm replied:

If you are choosing one over the other because you don't have access to the other, I have purchased quite a few of the FFG books related to 40k, and can help with any information you might need.

Also, I was wondering how you will do the weapons. Obviously lances need to be represented by the beam weapons, but how will you be representing Macro-Batteries, Torpedoes, or strike craft?

Also, ship classes: what are you planning to do with the limited amount of ship modes that you have, or will you be able to create your own?

Obviously the frigates of the game will be represented by frigates of the 40k universe, I can defiantly see the Falchion class and Sword class be the missile frigate of the game.
But the cruisers of the Sins game are essentially beefed up frigates, and are no means comparable to the cruisers of 40k. They, at best, would be related to heavy frigates, and really light cruisers.
If i could code, I would code the cruisers of Sin's to be stronger and larger than they currently are, and then have them be the light cruisers of the 40k universe. And the capital ships should totally be the cruisers of the 40k universe. And I'm assuming that you intend the dreadnoughts of Sins to be the Grand Cruisers/Battleships of the 40k universe.

Well, I should wrap up now, I'm sure you already have an idea of the things you are going to implement into the game, and I wish you the best of luck. I would totally donate money to the project, but I invested most of it into college. If you need any information, just feel free to ask away!

+1 vote     reply to comment
Palaisy
Palaisy Jan 27 2013, 10:36am says:

haha thanks :) we are always looking for lore masters i know alot but i mainly know Nids Marines Guard Crons thats kinda it for Big base knowledge and i have to RT books now for the ships ill be using both to an extent and going on some of my own liberties

+1 vote     reply to comment
Dragon_Hunter22
Dragon_Hunter22 Jan 27 2013, 5:13pm replied:

Ah, that's cool. Good to know, the FFG guys really did a great job with fluff for the Imperial Navy, they are a great read. What programing code are you using? Is it C++ or C# or whatever people call it? Or is it some other software specific thing that you are using?

+1 vote     reply to comment
Palaisy
Palaisy Jan 27 2013, 11:45pm replied:

im just getting the models done haha as of right now :p

+1 vote     reply to comment
THRRRPT
THRRRPT Jun 18 2013, 9:27pm says:

Just going by Battlefleet Gothic, Imperial and Chaos fleets do actually fight rather differently, with Imperial Navy vessels being rather ponderous and heavily-armored, while their Chaos counterparts sacrifice armor for speed and unholy amounts of short-ranged firepower.

+1 vote     reply to comment
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Palaisy
Palaisy Jun 22 2013, 12:04am replied:

this mod is going in the Current newest year date for 40k but thanks for the ideas and support

+2 votes     reply to comment
spanklemonkey
spanklemonkey Oct 27 2013, 5:28am says:

heretical* :D lol i figure i dare test your threat xD

+1 vote     reply to comment
Palaisy
Palaisy Oct 30 2013, 11:36am replied:

By order of the Ordo Hereticus you have been banned ;p

+1 vote     reply to comment
foxcub
foxcub Apr 19 2014, 3:45pm says:

Any Space Marines in there???

+1 vote     reply to comment
Palaisy
Palaisy May 13 2014, 8:16pm replied:

Imperium

+1 vote     reply to comment
Archon_of_Darkness
Archon_of_Darkness May 20 2014, 6:42pm says:

A suggestion: Don't make cruiser and frigate versions of the same ships. If you run out of canon ships to use, I say make up your own. I highly doubt people would fault you for making a custom ship if it means a much more visually pleasing and less confusing (is that a cruiser or a frigate? Both versions look the same T_T ) experience.

This isn't limited to the Necrons, either. Assuming you plan on adding Titans and rebel/loyalist factions (which could be done for each faction rather easily), they would really be required to be custom. The only possible canon examples we have for Titan-tonnage ships are the Blackstone Fortresses and Phalanx, meaning Titans for only two of the four planned factions (only 2 of 8 if you're adding loyalists/rebels). Also, you can afford to downplay the strengths of the Necrons a bit. I think it would be best to balance downplaying their strengths with limiting the size of their fleets...with the exception of their mothership capital. I'm fairly certain most people choose that as their first capitol, so making it unavailable at the start would make things a bit unfair.

Maybe you could make their capital ships so that instead of an "ultimate" ability that they unlock at level 6, you can instead choose to fully awaken them, making them much stronger than before. In other words, give them a slow start the way Dawn of War 1 did.

+1 vote     reply to comment
Fucking-Qapla
Fucking-Qapla Jun 14 2014, 7:17am says:

When choosing factions for Rebellion you could do it like Imperium as loyalists and Chaos as rebels. Can do the same with Eldar/Dark Eldar then Orks/Tau and so on :)

+1 vote     reply to comment
Dylam_12
Dylam_12 Jul 17 2014, 11:25pm says:

just a question all i have for empires is the imperal navy is that is all that is in the mod right now

+1 vote     reply to comment
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