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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ideas for this mod (Games : Sins of a Solar Empire: Rebellion : Mods : 40 000 Sins : Forum : Discussion Room : ideas for this mod ) Locked
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Mar 6 2013 Anchor

i had ideas for this the mod and i wanted to see what you guys think about it for first release no dates yet adeptus mechanicus and adeptus astartes "vote on fleet based chapters only!" for chaos merchant and undivided

Mar 6 2013 Anchor

Well My ideas as far as combining races are

Adeptus Mechanicus with Space marines

Demiurg ships for pirates

Then the rest is as they are. Just have to add forge world ships to help create more variety in all races .

Imperials should have defense monitors for their starting ships. I hope to see most ships from forgeworld including weapon platforms and bases.

And TBH warhammer/ BFG there is a certain level of customization for everyone, well normally. And this isnt a priority cause it would take some time for balancing reasons but i think in later releases there should be a level of Very high teir custom warships. and Imperial ships are the best to look converted. Im sure there are other ideas for other kinds of ships, but being an Imperial player( in 40K) Im a bit biased towards them.

these are 2 custom ships i found on the net.. and TBH they are really awesome looking. Would be serious resources to create, but would also need other enemy fleet counters and im sure there are ones around for chaos on the net, which i will be looking

I hope in the end turrets are animated, sounds are amazing, and broadside battles have epic effects. I will be watching closely i jsut got rebellion so i can play this when it comes out, best of luck man! hope you get more members to help you out.. I have no skills =(

Edit- I also hope you create epic explosions of ships breaking apart after their reactors go up/ a ship becoming a burning hulk.
Youtube.com - Firewarrior - Imperial ship detonatin
Youtube.com broadside attack( with out main weapon battery fire)

Edited by: NeighborKid

Mar 6 2013 Anchor

neighborkid the adeptus mechanicus and adeptus astartes is like the loyalist and rebels and adeptus mechanicus and adeptus astartes will have differnt titans o yes i have been watching palaisy playing in game and its looking good so keep an eye open for more stuff

Mar 7 2013 Anchor

This is going to be a loooong post so bare with me. ;) P.S. I am trully sorry but multiple image posting here is a real pain it looks nothing like in the posting screen I'll remove the post if it's requested...

It's cool that you are implementing the rebel/loyalist faction selection from rebellion I don't know what do you plan to do with the rest of the factions but here are a few suggestions:

Chaos: Fallen (the ones that have given them selves to chaos like Emperors children, Black legion, etc...)\ Loyalists (The ones who still believe that they serve the emperor for example the Alpha legion).

Eldar: Ultwah\Komora (Basically Normal and Dark Eldar)

Orks: Waaaagh (Clans united under one Waaagh banner set out to spread the green)\ Freebootas (Pirates! :D)

Necrons: Nightbringers (Generic Necrons following the Nightbringer)\ Deceivers (Under the banner of the Deceiver duh :P)

Tau: Tau (Generic Tau)\ Nicassar (A race under the Tau protectorate that have a natural ability to play with the warp they are hidden from the empire and are good space travellers)

Tyranids: I LOVE THE NIDS!!! Maybe you can implement them as a non playable faction who is an enemy to all, and maybe add a little fan fiction so that they don't only ram their ships in to the enemy but fire corrosive acids, etc something organic. :)

Ship models:

Well here is some concepts if you need them:

Necrons:






































































































































Dark Eldar:

















































Imperial:



































































































































































































Ork:

(Orks use rocks and asteroids when they build ships no one really knows how they make it to work but if enough orks believe in something it comes true "Red ones go fasta!!!" so those yellow things are rocks ;))















































































































































Chaos:











Please give Chaos some god specialised ships like:

Nurgle (with sapping poss and slime):






Tzeentch:





































And slaanesh and khorn would use the default models just retextured in red and maybe pink? :)

Eldar:



















Tau:









































































And some Tyranid goodies:














































Abilities\Reaserch:

I am very interested what do you have planed for these will they be custom or will you just leave the default vanilla ones?

Planets:

Will you be adding custom Warhammer 40k planets and anomalies, hive worlds, savage worlds, lost worlds, warpsorms where you can find space hulks? If so Malestrom mod has a bunch of resources that you can just rename and implement. ;)

Well that is all from me till further notice hope I did't spam a lot. :)

Edited by: MasterN

Mar 7 2013 Anchor

intresting ideas thanks for the input and for the two the necron stuff one is the Chaos Blackstone star base and the other is chaos/imperial hangerbay

Mar 7 2013 Anchor

Really? It said that they where Necron, and I guessed they where right since the pyramids and stuff.

There is also the Battlefleet gothic mod for Dawn of War maybe they can share the resources with you. :)

And btw what do you plan to do with the abilities and research?

Mar 7 2013 Anchor

yeah thats not nerco xD

and asked they said no

and working on that

Mar 8 2013 Anchor

Any way to create zones on ships that get destroyed? Like in the Fires in the sky mod the guy had both sets of weapons on the ship have their own HP, shield had it own HP, engines etc. And when they went... they were gone.. That would be a fantastic addition. Also Lexicanum has all the ship classes you need. Honestly all of the classes at some point deserve to be represented! Apoc, Victory, Retribution are my favorite class of battleships. Wh40k.lexicanum.com and you can navigate from there.

Really hope you create better wreck models then what sins created! i seriously suggest using the video i posted as an idea. Or even watch some ingame vids of the Fire in the sky mod.. he created several different wrecks from ships splitting into 2 too just exploding burning hulks!

Honestly i dont think the space marines have enough ships to be its own race hence i suggest putting them together with the adeptus Mechanicus and have the imperial navy on the other side when selecting a race.,

I suggest advertising to these peeps maybe you can get more modders to help you create this if you say something in the largets moddb group.. the 40k one Moddb.com

I hope you put some epic music for a more 40k feel!

also for future refrences for the lance turret.. i give you ...

Edited by: NeighborKid

Mar 8 2013 Anchor

Sins engine does not allow for that .

Mar 9 2013 Anchor

well that would've been a nice feature. oh well at least the shield are visible good make cool the affects when broadsides go off at each other. sorry I'm just too excited about well I would say too excited I would say overly excited. my question is are you going to make it massive long range battles or are you going to bring it more close I just think it be more exciting an epic if you see you to ships in the same screen cLash. and are you going to use your own sounds for the weapons. sound is a major factor in immersing the player into the game which I feel sins does not do well.

Mar 9 2013 Anchor

itll be both as of right now they will have long range but when you get close range everything opens up

Mar 9 2013 Anchor

And sounds? I also noticed and commented. The screenshot with the Imperial cruiser to the side, it seems that theres alot of space under the bridge when all imperial ships the superstructure is connected to the bridge.
What in heresy is this?


Mar 9 2013 Anchor

thanks for the pointing out and its the angle of the shot aswell but as of right now all models ingame are final and wont be a redo until all races are ingame

Mar 9 2013 Anchor

i like that approach the old Forgotten hope mod way. create models get all races in game then go back and make even sexier models and textures. i like that. good approach

Edited by: NeighborKid

Mar 9 2013 Anchor

thanks

Dec 19 2013 Anchor

Hi,
I recently re-installed sins as my PC is now able to handle graphics involved and immediately started looking for mods. As someone who collects and plays with Warhammer 40,000 and Battlefleet Gothic this kind of mod was the first thing I searched for on the interwebs.

After seeing some failed projects I decided in the recent days to try and take up the mantle of failed mods only to find yours running and recently up to date (for a mod).

I have some ideas I have been working on for the past week that I wouldn't mind running by you all, see your opinions. (Firstly I would like to apologise on the size of this post, but this is a forum and you read things on a forum)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Each of the imperial ships in the Battlefleet Gothic book and the Armada Book usually serve a specific role, meaning it's a good shout that these can be transferred into sins well. The only problem I had in my mind at the time is at what level is a Sins cruiser? You see Battlecruisers like the Mars and and Overlord, then battleships like the Emperor and finally cruisers such as the Tyrant, all of which are slightly different in hull size and so in my opinion not easily combined into one set.

- Would you use Battlecruisers as Cruisers?

- Would you use Battlecruisers and Cruisers as cruisers leaving the frigate role to corvettes and possibly light cruisers?

You also have the further thought of what ship to use as the Imperial Titan. If we're talking about the relatively recent upgrade to the game including titans and further tech/abilities then you might want to think if the Emperor class or similar is better served as a Titan and then leave the Battlecruisers as Capital ships and Cruisers/light Cruisers as Cruisers.- Maybe introduce the Space Marines as the elite Imperial ships? Maybe the Imperial titan could be the Space Marine Battle Barge.

- My reasoning behind this is you normally find in Gothic that Space marines don't have large fleets like that of the Imperial fleet or Chaos Fleets but they have specific ships, usually more expensive but durable, which are in turn supported by Imperial ships.

- Ork Titan would be the Ork Hulk (Or captured spacehulk). Making it a slow moving but incredibly powerful ship in terms of it's health. In order to keep the game in balance you'd probably have to then make it higher damaging at close range to give people the chance to avoid it or fight it at range.

- Chaos titan would be the Planet Destroyer. This raises a question, if you were to use it, on whether or not it would have the ability to fire the main cannon/gun that is basically the ship itself. You'd have to introduce a huge anti-matter cost for it to be balanced but then would there be a limited range? Would you make it planets only or would you give it a similar ability to the Unity Mass weapon on the Coronata Titan belonging to the Advent Loyalists.

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Ship types and abilities:

In Battlefleet gothic you have the ability to upgrade your ships over time (usually) in campaign scenarios or even just because that particular ship has had a previous history of upgrades meaning paying extra gives you longer range/engines/coffee machine.Would that decide what cruiser should be what type?

If you were looking to try and make the Battlefleet Gothic ships be almost identical to their tabletop counterparts? (being truely identical in weaponry and ability is an impossibility)

An Example:The Dominator Class of Imperial Cruiser - Used for ship to ship raw power. Armed with broadside facing batteries and the mighty Nova Cannon. If you were to think about introducing the nova cannon you could then assume this ship would take the role of the Heavy Assault Capital ship or the Battleship Capital. Introducing the nova cannon into a similar ability as the TEC: Marza Dreadnaught upgrades such as the Missile Barrage or Incendary shells.

A confusing thing for myself to contemplate was which ship type to use as the carrier based Capital ship considering the different kind of Strike Craft wielding cruisers/battlecruisers and Battleships of Gothic. On that subject, would you assign a single ship the carrier ability and have that one type wield strike craft or instead make ships carry less fighters/bombers but make more cruisers carry them to keep the Imperial fleet as similar as possible?

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Issues I stumbled on:

Ramming - It's a hot subject on the forums i've read towards these kind of mods, how it isn't truely possible and that as such Tyranids or similar ships will be almost impossible to introduce into the game as we'd all like. What we can have instead is faster moving ships that you'd normally see ramming. An example again can be taken from the current game with the TEC Kodiac Heavy Cruiser and the Intercept Ability it uses.

Range - Introducing damage multipliers for close range battleships such as the Dominator or similar battery based ships. Meaning you'd have to either engage them point blank (which is what they want) or try to use another tactic to prevent the most damage. You'd probably have to think about this more for Eldar if you're going to make them the tin foil covered balsa wood ships they are in BFG.

Broadside - Many imperial ships only give their highest DPS when they are side on to the enemy, meaning approaching a fleet gives less damage to them and on that subject, then turning rate of the larger ships in order to get a good broadside.

I have many more thoughts and I also have some paperwork on shiptypes and weapon/ability usage for ships involved in a possible BFG mod. I'm not too sure that I want to get directly involved in creating a mod (haven't done it for a while).


Thanks for your time.

Edited by: SnafuRawr

Dec 19 2013 Anchor

Thank you i apprectiate your input, im not sure if you have fully looked through the mod news : Moddb.com here is our general plan for the fleets, and this is how we plan to make it work for the story arc: Moddb.com
As for the ramming haven't really touched that subject, i believe in the comments for the fleet info article i touched on a idea on how to implement them.

Edited by: Roboute-Guilliman

Dec 20 2013 Anchor

What program are you using to create the ships?

Dec 20 2013 Anchor

currently i believe it is maya that is what im using but i dont know what Abbaddon is using

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