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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8 comments by Roboute-Guilliman on Jun 30th, 2015

Hi All,

So due to recent personal events i haven't been able to work on the mod at all and kind of lost my knack for it. Now that being said i am trying to get back into the hang of it but some other issues have arrived. With the announcement of an Official Games-Workshop licensed game Battlefleet Gothic: Armada. This cause issues with the mod, GW has a strict non competition clause basically stating that it is against there terms of agreement to have a mod on a separate game that shares a similar play style to there own games. Hence all the other RTS mods for Warhammer 40k usually shut down if they get to big and noticed and I have yet to receive a letter from them on this mod but it will come. It does not mean it won't. So to you the loyal followers of this mod and to my mod team which i have neglected and i apologize for; we have two options

1) Work on the mod and keep adding to it till i get a letter.

2) We fix up what we have gotten so far and have one final release.

Personally don't feel like finding out how good the Lawyers are for GW but that's me haha


Sincerely Deepest Regards,

Lord of the Ultramar System

Roboute Guilliman

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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!

Post comment Comments  (20 - 30 of 568)
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
Guest
Guest Jan 3 2015, 6:17pm says:

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Grimaldus*
Grimaldus* Jan 4 2015, 7:14pm replied:

We do indeed do have these as special ships for the Imperium. We included both as the race simply being: The Imperium.

+1 vote     reply to comment
SvenDerRitter
SvenDerRitter Dec 27 2014, 12:59am says:

I am extremely excited for this mod, and i downloaded the alpha and i find it pretty good so far, just some better textures and more factions and it'd be perfect. please keep up the good work and may the Emperor guide you!

+2 votes     reply to comment
Felipeleo
Felipeleo Dec 7 2014, 11:45pm says:

please after you complete Chaos, please do Tau. the waiting is driving me mad... i want to see pulse and rail fire all over the space.. i want to build an Ar'Ka. i'm tired of the novalith :)

+3 votes     reply to comment
NeighborKid
NeighborKid Dec 5 2014, 11:45pm says:

I highly suggest you guys watch this game develop.. Mod tools possibly coming out for this after its release.. and this looks amazing.. a BFG mod on their would probably be epic..

Moddb.com

+1 vote     reply to comment
Guest
Guest Dec 9 2014, 11:03pm replied:

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FeánaroTWC
FeánaroTWC Nov 20 2014, 9:55am says:

I am still wondering on how you could handle the Eldar. The Craftworld Eldar do not colonise planets, which goes against how the game works. They instead dwell on the Craftworlds.

Perhaps the Eldar instead of colonising worlds have a Craftworld which functions much like a space station, and is able to make units and defend itself. So, instead of having to take worlds like the other factions, they have to not lose the Craftworld.

Taking worlds does not give the Eldar resources, extra fleet capacity but instead after sufficient build-up, the ability to 'move' the Craftworld. (If that is possible in the game engine, of course)

+1 vote     reply to comment
Roboute-Guilliman Creator
Roboute-Guilliman Dec 3 2014, 10:34pm replied:

They do have old colonies on planets and as well we might make them more station heavy then the other races

+1 vote   reply to comment
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