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Restarting Battlefleet Gothic

Chaos
Dark Eldar
Eldar
Imperium
Orks
Necrons
Space Marines
Tau
Tyranids
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11 years ago
Jun 4, 2014, 11:35:32 PM
As a long-time 40k player, I'm looking forward to seeing the fruits of your labor. I'd be happy to offer advice one where to find different properties in the XML files, as I've been poking around in them for a long time.





Romeo wrote:
I've made the starting weapon (Which I renamed to "Peashooter" until I can think of a better title) effectively useless. I might take it out entirely if I can figure out how to do so without breaking the game. In the mean time, two scouts who happen upon eachother won't be able to kill eachother.




I would suggest unlocking each faction's basic weapon tech as part of their affinity, perhaps even visible on the tech tree, and then modifying the Scout and Defender for each race in the ShipDesign.xml. That should hopefully give each faction an appropriate starting fleet without creating an undue amount of extra work.
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9 years ago
Feb 25, 2016, 5:15:44 PM
rynter71 wrote:
I have been following this on and off since it was on it's first thread. Really disappointed that it didn't get finished, but modding is crazy amounts of work. Hopefully something like this does come out at some point.


I'm hoping that the second game comes out with a bit more mod support. I had made fairly good progress with this on the first (And may just release it as a simple replacement of the core races, no tech tree and no custom ships), but between fighting the updates (Which frequently broke things I hadn't planned on) and a fairly time-consuming process of changing everything (You'd be amazed at how much work it was taking out free-travel, the game simply would not cope with it) I eventually got burnt out. I've also been spoiled playing around with XCom 2's suite recently, even a monkey can mod on that thing.



I'll try to fix as much data as I can and release it out as custom races and heroes which will be in no way balanced.
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9 years ago
Feb 23, 2016, 4:57:30 PM
I have been following this on and off since it was on it's first thread. Really disappointed that it didn't get finished, but modding is crazy amounts of work. Hopefully something like this does come out at some point.
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9 years ago
Dec 12, 2015, 4:51:46 PM
The last update to this mod was over 16 months ago by the original author. It's safe to say that the project has been abandoned until Romeo comes back and says otherwise.



It was a fairly ambitious project and a few things he was trying to do are not possible in Endless Space 1 due to modding limitations. (Which is a shame, as we'd otherwise would have seen some of these amazing initiatives see daylight..)
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10 years ago
Aug 3, 2014, 12:16:53 PM
Great project, It would make me come back to ES !!



Atm it look awesome, dont surrender, keep up good work smiley: biggrin
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10 years ago
Jul 23, 2014, 7:59:50 AM
Apologies for the absence, life has been chewing in to my modding time quite heavily, I'm barely getting enough time to rattle off fifty lines each weekend.



Anyways, for an update on the mod, all the dialogue for Chaos is now done and implemented, so they no longer use the stock dialogues when declaring war, or accepting a treaty, or what-have-you. I've started the Dark Eldar dialogue, but I'm only about fifty percent done.



As for actual gameplay elements, the only race close to implementation so far is the Imperium (Though I still need to change almost the entirety of their tech tree). Gameplay wise, the Imperium are by far the most reliant on Finance for survival. They can abuse their population in the same manner as the United Empire from the default game, ramping up production considerably while making an absolute killing on profits. Doing so will allow them to rapidly assemble fleets or improve systems, which is vital, because without their finance options, they lack any particular strengths. They lack weaknesses as well, save one: The average Imperial citizen has a horrible life, and they know it. As such, systems tend to be unhappy and their populations are quick to change sides when invaders show up. Like the Tau, their defence is poor on its own, but they possess a plethora of upgrades for defence, which can end up making them almost impossible to uproot given enough time.
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11 years ago
Jun 18, 2014, 3:55:41 AM
The only .mp3 files I've seen after unpacking are the actual soundtracks. The sounds, effects and GUI things are all .obb files.



Unless the tool is failing to load them properly... Could try verifying the game cache and trying again. Won't have much time, I'm way up north all weekend, but I'll try to get these unpacked and loaded on to a laptop so I can work on it while away.
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11 years ago
Jun 13, 2014, 2:51:28 AM
Well, starting to get a little bit burnt out again. Seems like Endless Space tries to fight me any time I want to change anything beyond the raw coding of the game.



I had opened up the .FSB files (Audio) in order to play around with, well, the audio. I've done this a thousand times with other games, normally you just tell FMOD to open the .FSB, though when I tried that with ES's files, it didn't want to. "No problem" I thought "I'll just extract the .FSB files and upload the raw audio in to FMOD!"



Nope. Extracted the files, and FMOD refused to load absolutely any of the .OGG files. Getting mildly frustrated at this point in time, I tried one last desperate attempt to get the damn sounds out of those damn files.



Booted up Audacity, and tried loading the .OGG files. Still nothing, as I had figured, but then I got clever (Cleverish, in any case) and instructed Audacity to upload only the raw data...



...Only to find that every .OGG file is loud, white noise. At this point I'm simply inventing cuss words to yell at these damnable files. Anyone have any tips? I have the unity plug-in for FMOD, and this ain't my first time playing around with it, so I'm struggling as to why Endless Space is giving me so much trouble, considering Fallout, Oblivion, Dawn of War and the Witcher were nowhere near this difficult to adjust. Hell, even Command and Conquer 3 - which doesn't even have an SDK - still plays nicer than Endless Space. lol
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11 years ago
Jun 5, 2014, 11:48:16 PM
I had thought about doing that too, yeah. Not sure if I will for Scouts, as I like the idea that they're utterly focused on the idea of, you know, scouting. But for the Defenders I think I'll do what you're suggesting.



At the moment the bigger issue I'm having is getting the AI to not be morons with the new weapons. Give the Tau excellent long-range weapons, and their AI tries to take the fight to Melee... *Facepalm*
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11 years ago
May 2, 2014, 11:47:17 PM
After a couple year hiatus, I'm restarting my Battlefleet Gothic (Warhammer 40000) mod. With that in mind, I'm just one fellow, so I can't design all nine races all in one fell swoop. So, I figure I'd ask you, the community, to help me figure out which particular race to start with. Given that my stuff is all still in pre-alpha (As in, all art, assets, intro movies and technologies) are still based upon the vanilla races, I'm going to tackle this one race at a time.



If you have any sort of curiousity, please vote, and if you feel so compelled, feel free to PM me and help in whatever capacity possible (Testing, modelling/assets, information modding).
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11 years ago
May 31, 2014, 12:05:21 AM
*Sigh* Two steps forward, one step back...



So I've pretty much scrapped all the things I started for the racial traits, as I realized they were somewhat boring. What I had done before was just give them good, general abilities. Unfortunately, this was effectively rendering their actual class somewhat irrelevant. As a result, I'm now planning on making all racial traits powerful, but with a large tradeoff as well.



I've only started on the two, but for example, I had "Commissariat Rule" on Imperium Heroes, which gave +10 Industry and +3 Melee (Siege). It now adds +15% Industry and +5 Melee, but also causes -20 Happiness. "For the Greater Good" on Tau Heroes has gone from +5%FIDS to +20%FIS, but with -40% to Dust (Finance).



I'm hoping when I'm done with the changes that it will add a bit more complexity with the Heroes. Racial traits can be used to great effect, but often render them unable to help in some situations. Using the above two examples, picking the "Commissariat Rule" trait on a system with somewhat unhappy citizens could easily put it in to revolt, doing more harm than good. But if played right, it essentially adds some defence and industry to a system, which can be very useful on frontier planets. "For the Greater Good" can make a good system exceptional, but will also cripple its economy. Systems that are all Arid and Desert for example, will likely suffer more than succeed with the trait, making management more difficult.



It's my best bud's wedding tomorrow, so I doubt I'll be making any progress on this for the week, but I should hopefully have something to report next week.
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11 years ago
May 24, 2014, 2:05:30 AM
And another teaser shot (I altered my academy cap to increase my chances of finding one of the Tau heroes).



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11 years ago
May 23, 2014, 12:58:08 AM
Hey everyone, just posting a quick update on the mod. I've been making slow progress (Stupid work keeps taking up my time!), but I've gotten a few things accomplished so far:



Heroes



  • A number of heroes have been put in the game (Replacing the default heroes). Some are only a simple name change at the moment, but about a dozen are complete Heroes (GUI elements, descriptions, stats and classes all edited).
  • I've changed the way Heroes are done. Instead of two classes, Heroes are given one racial class and one specialist class. For example, an Ethereal hero would be Tau/Administrator or a Shas'O would be Tau/Commander. This helps eliminate "useless combos" such as Administrator/Pilot or Labourer/Commander.
  • Adventurer Class has been renamed to Specialist Class and I've begun adjusting its traits. Specialist is now all about Melee, making them excellent as system defenders, or they can be added to a fleet to give them some Invasion punch. They're the only class in the game that can be useful in a fleet or in a system.
  • I've added eight traits (One for each race, save for the Tyranids) that guarantees they'll start with their own hero (Need to adjust it, as it only affects one hero at the moment). So a Necron player will start with a random Necron hero (Which again, I'm working to make it so that they'll start with three random Necron heroes).
  • The wait time for new heroes has been drastically increased at the moment, so picking a certain kind of hero can have a colossal effect on empire development.







Combat/Weapons



  • Planets can be taken in a single turn if the Invading force is strong enough. This has been done to make defensive structures extremely important, especially on "Lynchpin" planets (More on that term later).
  • I've added in a few weapons, some of which are range-exclusive. For example, the Tau have an unlock for the Railgun, which packs fantastic power at Long Range, but is almost useless at Medium Range and horrible at Short Range. Current list is: Railgun, Smart Missiles, Ion Cannon, Heavy Railgun, Plasma Lance, Void Missile (Which I'll be splitting in to separate weapons later).
  • Melee has been renamed to Short Range, and (M) changed to (SR).
  • I've made the starting weapon (Which I renamed to "Peashooter" until I can think of a better title) effectively useless. I might take it out entirely if I can figure out how to do so without breaking the game. In the mean time, two scouts who happen upon eachother won't be able to kill eachother.
  • I've made small tweaks to combat (For example, 1CP ships with engines are now not ridiculously hard to target).
  • On a related note, I've adjusted the hull stats for each ship in each race so far. Some ships might be better as a transport, some might have more or less health, some might have huge tonnage capacities, or extra speed, or what-have-you.







Races



  • All original races have been replaced (As you might've seen from the picture before).
  • All affinities currently remain (For example, even though there's no Automatons, their Affinity is still in game). While I currently have the ten affinities I'm using for the game adjusted (Chaos, Dark Eldar, Eldar, Imperium, Necrons, Orks, Space Marines, Tau, Tyranids and the Corsairs, who replace the Pirates), I'm going to look in to using smaller races (Adeptus Mechanicus, Dark Mechanicus, Men of Iron, Harlequins, etc.) way down the line if possible. For now I'll leave them in just to add options when making a custom race.
  • New traits are being used for now (Huge thanks to Antera for their traits mod). Down the road, going to look in to adding even more.
  • Descriptors. GUI elements, certain technologies and pictures have been added in, so that they're about a third of the way to being fleshed out.
  • All ships have the proper naming conventions, as do the unlocking technologies and the two custom ship classes. Models have not been done.







Other/Miscellaneous



  • Plenty of GUI elements have been changed. Dust is now Finance (And has a new descriptor). Temples are now Relics. Almost every reference to the Endless now refers to the Old Ones, C'Tan or Slann.
  • Most events, temples and wonders have been adjusted/added/removed to fit within the Warhammer 40000 universe.
  • Several planets, common technologies, hero abilities, combat cards, anomalies and other details now have Warhammer 40000 terminology.
  • I've taken out "Free Travel", so one can only travel by lanes and wormholes now. As a result, if you have a planet that provides the only path in or out of an area, or a planet that has multiple paths through it, you can defend the absolute hell out of it, and station a fleet or two there. Doing so will make for an extremely powerful defensive front, making it a bit of lynchpin. Keep it well defended, and your opponent won't be able to get by. Let it fall, and you'll have a nightmare of a time getting it back.











What's next

  • My current task is finishing up the remaining heroes (Which takes a while in and of itself).
  • Once that's done, I can work on fleshing out the racial classes by giving them their special traits.
  • Finally, after those two, I'm going to try and alter the Specialist class (As it feels very "light" compared to the other classes).
  • I'm going to try and finish with the weaponry (And associated technologies for the Tau).
  • Then I needed to request a persistent bug that's been popping up (Right at the start of a new game).
  • Once those are all resolved, I'll release the first build so you can all play around with it and acclimatize to the changes.

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11 years ago
May 14, 2014, 4:53:50 AM
Everyone knows the size of your pauldrons has a direct correlation with MANLINESS.



I'm digging the love for Tau, given their relatively recent introduction to the series.
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11 years ago
May 13, 2014, 8:08:31 AM
Tau. Best logo and race imo. Warhammer 40k might as well be called Shoulder pad 40k, cause everyone has massive shoulder pads. Harharhar... nvm
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11 years ago
May 9, 2014, 6:42:11 PM
There's an in-game description of why the Imperium and the Space Marines are distinct from one another (And technically enemies in this).



I've had to adjust certain lore elements, obviously, otherwise the Imperium would already own half the known galaxy!
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11 years ago
May 9, 2014, 4:19:29 PM
I vote for the Imperium, because it has the most iconic and recognizable stuff; collapse the Space Marines in it. While they're politically semi-independent, they belong to the same civilization (if not, you might as well separate the Mechanicus since it's more of a parallel, strongly tied allied faction than part of the Imperium itself).
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11 years ago
May 9, 2014, 6:55:50 AM
Just posting an update, all images, ship names and a few relevant terms have been converted. Many descriptions have been changed and I've just started a complete overhaul of the hero system. I'll leave you with a little teaser image.



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