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| Sins of a solar empire: Battlefleet gothic mod. (Forums : Ideas & Concepts : Sins of a solar empire: Battlefleet gothic mod.) | Post Reply | |
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| May 12 2008, 9:42am Anchor | ||
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Hey. So i bought the game "sins of a solar empire" and played it for a little while, then i decided to hit up mod DB to check if there were some sweet mods for it. There's the "dawn of victory" mod, but i was really sad to see there was no warhammer 40k mod for it. Warhammer 40k has a sub-game called "battlefleet gothic" that focuses on immense battlefleet conflicts involving thousands of ships. The game has a complex boarding system and alot of cool flanking and broadsiding rules. Sins is the perfect game to make a battlefleet gothic mod for. You could implement everything from boarding to in-ship fighting to planetary exterminatuses and battles. Here's some reading for those of you who's never heard of battlefleet gothic before: Note, this is not a Quote:"lolol, make a mod for me plz"
thread. I'm just looking to share opinions. |
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May 12 2008, 9:47am Anchor | |
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Battlefleet Gothic - no, Battlefleet Gothic style - yes. It'd work so much better in another engine, such as Unreal 3, however. |
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| May 12 2008, 9:49am Anchor | ||
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Why? -- Blood for the blood god. |
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May 12 2008, 10:16am Anchor | |
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Battlefleet Gothic really (really) lacks variety. All ships have either lances or batteries. Ordnance is split into three types. All ships are basically similar, with a slight distribution of these 5 assets. No ships have any real special abilities outside of the later added fleets. Sins of a Solar empire really wouldn't benefit a) the detail, or b) the scale of the BFG material. |
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| May 12 2008, 10:33am Anchor | ||
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Why the unreal engine then? That wouldn't make a good RTS, now would it -- Blood for the blood god. |
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May 12 2008, 10:45am Anchor | |
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Why not? I can't find a fault with the engine for a space-based RTS. At very least it would allow you to create ships with fire arcs (possibly the most critical feature of BFG), unlike Sins. At most, you have a strong material, particle and environment editor, the ability to use the existing component system to your advantage to allow for all manner of independent sub-objects, and the ability to script practically any behaviour you require of your objects. |
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| May 12 2008, 10:48am Anchor | ||
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Yeah. You make a good point. But re-scripting an fps engine to function as an rts engine...isn't that really really hard? -- Blood for the blood god. |
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May 12 2008, 11:04am Anchor | |
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Nah. The hardest part would probably be the AI, but UT already has a reasonable path-finding system that could be tweaked to work a bit more dynamically. |
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May 12 2008, 11:51am Anchor | |
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ambershee wrote:Nah. The hardest part would probably be the AI, but UT already has a reasonable path-finding system that could be tweaked to work a bit more dynamically.
they already have a rts for the ut2004 engine.. phil something orather/... |
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| May 12 2008, 1:01pm Anchor | ||
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Pathfinding would probably be the hardest part. -- Blood for the blood god. |
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| May 14 2008, 6:54am Anchor | ||
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check the official sins website, their already is a battlefleet gothic mod... |
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