A Warhammer 40k mod for SOASE:Rebellion Races are still in development, Aiming to bring the Universe of 40k to the amazing game of Sins Main ones so fare Will be Imperium, Chaos, Eldar, Orks Space pirates. All community suggestions well be gladly accepted and thought of and any one willing to help pm me.

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9 comments by Grimaldus* on Aug 28th, 2014

Working on an update headed your way soon. No worries we aren't dead we are just really busy with other stuff. However there's a brick of time coming up soon we can implement some new models that a few members have been working on. Hopefully sooner rather than later. Sorry it's been taking so long I know you are all anticipating the next release. Thank you for sticking with us. Cheers

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40,000 Sins 0.4

40,000 Sins 0.4

Jan 31, 2014 Demo 50 comments

Here it is in all of its alpha glory....finally!

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Guest
Guest Mar 24 2015, 3:53pm says:

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Akesis
Akesis Feb 4 2015, 1:48pm says:

Anyword one when we might get some news? I would be happy with just a new picture even

+2 votes     reply to comment
Grimaldus*
Grimaldus* Feb 6 2015, 9:56am replied:

We got some new models otw soon. Just got them emailed over and have to convert them n junk

+3 votes     reply to comment
Guest
Guest Feb 10 2015, 11:47am replied:

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Akesis
Akesis Feb 6 2015, 12:14pm replied:

Excellent

+1 vote     reply to comment
Cailean_556
Cailean_556 Jan 27 2015, 5:52am says:

Battlefleet Gothic: Armada came up on my augur array last night. I shall be watching it intently, even with it's expected release being a whole year away. I hope that this mod will have been released by then. Emperor willing...

I'm also hoping that Tau, Necrons and Tyranids make an appearance in 40,000 Sins. Maybe the Tyranids can be a 'random event' that rocks up in a system to wreak havoc until stopped - like the Flood from SotP for example. As for Tau and Necrons, if they can't be a race in their own right, perhaps they could be neutrals that defend unclaimed worlds which can be captured...

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Guest
Guest Jan 22 2015, 6:31pm says:

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NeighborKid
NeighborKid Jan 19 2015, 12:13am says:

Anyone see the confirmed battlefleet gothic video game rts!?!?!!?!?!? I cant wait!http://www.gamespot.com/articles/warhammer-40k-rts-battlefleet-gothic-armada-announ/1100-6424707/

+3 votes     reply to comment
Yalio
Yalio Jan 7 2015, 11:36pm says:

Personally I kinda feel like the scale of thi mod is a bit big. End game feels like I'm throwing a sector at another, and then replacing it just to do so again and again. The losses would be hard for the entire Imperium and very unlikely to be seen even in a Crusade conflict.

The Damocles Crusade had a half dozen cruisers and battleships, Battlefleet Cadia was 12 battleships, 12 cruisers squadrons and 21 escorts squadrons; Battlefleet Corona was 7 battleships, 13 cruiser squadrons, 17 escort squadrons; Battlefleet Scarus was 5 battleships, 9 cruiser squadrons, 13 escort squadrons right b/f the 13th Black Crusade.

Only the largest Black Crusades could match the forces in the endgame. I personally feel that the importance of each ship and scale would feel closer to lore if cruisers were capitals, and battleships titans. Abilities could be focused around orders, with a high lvl skill being a passive buff to fleet due to having become a hero.

+2 votes     reply to comment
Yalio
Yalio Jan 7 2015, 11:57pm replied:

I also personally belief a more true to Battlefleet Gothic approach would be good for balance.

Using your 200 Hp to a void shield, a retribution would have 2400 hull (which you do). The point were balance seems to go is damage.

If you used armor 5+ as a base, then you could have a retribution have 800 weapon battery damage (12*200/3), 300 lance damage (3*200/2 [4+ to hit]), and assuming torps use the same idea as batteries 600 damage (200*9/3). Eldar could have base abilities to absorb energy damage and lowered res to physical damage to model their rules (although you'd need to change weapon batteries to autocannons in engine for that to work). Finally edit divide damage to slow the speed to a weightier feel and have shield restore values to reflect the pace you choose.

Both of these comment are purely my opinion, feel free to ignore them, although I think they would improve your mod. As is it feels spammy with the really high ship cap and the ability to field an entire battlefleet with a single person, as replace as needed or wanted. That said, you could be aiming for that kinda of size conflict in your game even with low player count, even if it would be very rare in lore.

+2 votes     reply to comment
Roboute-Guilliman Creator
Roboute-Guilliman Jan 8 2015, 8:32pm replied:

As of right now we are working to get the models and the current info we want in the game for balancing this time line is taking place after the current 40k time line, with the Emperor rising off his chair. Which means the bans of restricted technology have been lifted making the production of ships easier and faster.

+3 votes   reply to comment
Yalio
Yalio Jan 9 2015, 1:03pm replied:

Ah, did not know that. Also if it dies help there is a collection of pdfs in a google doc that have additional ships for all fractions (like more battleships), updated rules and balancing for some of the original ships. It was made by a group of fans that were made into a council of sorts when GW began to not support the game as much. Not sure if they'll help you or not.

Also after going through the ship files and changing them for myself, I noted that you did have a system similar to the one I was suggesting, but with a slight weight to defenses. Sorry for not looking at them better earlier.

+2 votes     reply to comment
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