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Author Topic: [0.97.XX] Battlefleets of the Gothic Sector (MAOR Greater Gooder-er)  (Read 200302 times)

AccuracyThruVolume

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Current Version:  0.5.1
*** Requires LazyLib:    https://fractalsoftworks.com/forum/index.php?topic=5444.0   ***
Download Linky thing: 

https://www.mediafire.com/file/qtnmhmtw8wn1v89/Battlefleets_of_the_Gothic_Sector_V0.5.1.zip/file


Compatible with Nexerelin   8)


Yes that sector...

(Disclaimer:  I don't have an artist's brain so my art skillz are poo.  Let's see what happens!)

A mod to bring Battlefleet Gothic to StarSector.   There was a mod to do just this in an old thread that I found.  Looked quite advanced really but it seemed to fizzle out.  Shame.  Anywhoo I thought that BFG would be a fun addition to the Modaverse.   There is a bunch of old top down artwork out there that I could use but instead I decided to build this from scratch.   This post will be updated as new content comes into being.  Below is the lore of Battlefleets:

The First Wave:
Spoiler
The 14th Battlegroup was reeling from a recent skirmish with a group of independents in the sector.   An ambush by a mercenary pirate fleet joined the battle and the 14th suffered a loss of one of their prized Paragons.   Strategic assessment of the situation by the faction's analysts show that a sufficiently large force could be assembled to overthrow Hegemony and 14th control.

Desperate for a way to contact the Dominion, the 14th's engineers came up with a  plan...

One of the dormant ring gates was modified with a large array and thrusters and the perimeter was permeated with hyperspace transition engines.   The project took several years and the expense was high, but in the end an entire ring gate was transitioned into hyperspace.  Once there, the vast network of thrusters positioned the gate near one of the hyperspace storms.   Experimental quantum resonators attached to the ring began to absorb the poorly understood energies.

With a great awe among the those that were on site to witness the event.  The ring gate began to activate.   But not in the same way as historical data stated it should.   With a violent flash the gate ripped itself open.  Unknown energies poured out of the gate, destroying several nearby scientific vessels.   The 14th pulled their assets back beyond the destructive energies pouring from the gate.   Probes with fired into it but those that avoiding the strange energy hit the plane of the gate and shattered upon impact.  Debris from the wrecked probes was then thrown back into hyperspace.   At this time it appeared the activation of the gate was a failure.  Instead it had created some kind of unstable, unconnected wormhole.    The powerdown sequence was activated...

...and the gate failed to respond.  Instead of shutting down, the gate continued to draw in hyperspace storm energy.   What was worse, the stabilization thrusters on the gate itself had begun to fail.   Impossibly, the gate appeared to began drifting toward the nearest hyperspace storm.

And then... It happened.   With a surge from the gate, the turbulent surface surged as a vessel ripped through and entered hyperspace.   It was of a type and classification hereto unheard of in any historical database.   Long, with a heavy armored prow and a large amount of weapons mounted on the side of the ship.  Hails were broadcast and a transmission was received:

"This is Captain Thurben Wyl of the Emperor's Grace, state your intent unknown vessel".

A short comm exchange then occurred where the newcomer claimed to have come from somewhere called "The Gothic Sector" and that the transition thru the gate had killed both their navigator and caused irreparable damage to their Gellar field emitters, whatever that was supposed to mean.

At this time the gate's drift suddenly accelerated and drifted into the hyperspace storm.   The storm flashed, causing every vessel's sensors within a few light years to overload and reboot.  Upon coming back online, every scan of the gate found the gate to have vanished.

The newcomer was escorted to the nearest star, where their ship was retrofitted with the necessary equipment to travel in hyperspace.  Representatives from the 14th and Hegemony were present to find out more of the newcomer. 

"We were part of a screening force chasing a chaos fleet, we were following their wake.  And then we wound up here."

"And who is this...Chaos? You where the first and only one to come through the gate."

"That simply means they haven't come through yet."

At this time a scout runner ship entered the system and broadcast on the emergency channel.  The lost gate had been found again, over thirty light years away in the center of another hyperspace storm.   And something else was coming out of it...

Imperium System:
Spoiler
Meridian
[close]

[close]

The Green Tide:
Spoiler

The ring had been sighted far away from the core worlds by a passing surveying fleet.   The Ghost Ring, as it had become known, let forth a burst of energy and vomited out a single object.   The fleet was able to catch a single scan of the object before being lost in a hyperspace storm.   The mass appeared as a confused amalgamation of ships fused together.   The object appeared to have suffered heavy damage, the core of the mass sheared in half with a cloud of debris scattering in all directions.

Once again the Ghost Ring shifted into the closet hyperspace storm and was lost.

Most of the ejected mass was lost to the depths of hyperspace.   One single shard, itself still a monstrous  fragment, drifted into the gravity well of a star and was pulled into realspace.   The shard was thrown around the local star, itself suffering further damage from the star’s radiant fury.  The unguided slingshot maneuver led the shard to a remote jungle planet that was itself a moon of a gas giant.

The shard fell into a decaying orbit of the jungle world, eventually falling in a thunderous barrage that was witnessed by no one above the intelligence of the local fauna.  The resulting crater left a scar upon the planet visible from space.

From the burning wreckage crawled a single survivor.  It stumbled away from the mound of twisted metal.  Beaten, battered, and bleeding, it soon succumbed to its wounds.

In time the fires of the crash site died down, leaving a smoking, twisted hulk.     The dead body decayed, but unseen to common eyesight, it released spores that took to the fertile ground.

A new threat to the Persean Sector had arrived….

Ork Pirates System:
Spoiler
MorkaGorka
[close]

[close]

The Old Enemy:
Spoiler
The independent science vessel Feather of Valor, enroute to a fringe world for a series of planetary surveys, had found itself riding a hyperspace slipstream that was roughly in the correct heading to its destination.   The uneventful journey suddenly came to a jarring halt as an unforseen split in the slipstream tore the ship out into regular hyperspace.
"What the blasted was that?" asked the captain after he had picked himself up off the floor.

"Something is redirecting the flow", said one of the bridge officers while frantically tapping at her controls.
The main screen came online, displaying a split in the slipstream that was now a considerable distance behind the Feather of Valor.   The tendril was flowing into a large round object that was spinning on itself.

“Get every working sensor we have on that thing right now,” ordered the captain.
“Is that the...?”  asked another of the bridge crew.  Despite orders to the contrary, rumors none the less spread about an accident involving one of the ring gates and the event’s connection to the arrival of the so-called “Imperium” and the supposide appearence of some kind of green abhumans that were reported to be destroyed somewhere in the eastern reach of the sector.
As the ring continued to pull in and absorb the energy from slipstream, it begun to spin on itself with an ever greater rate.  Also it began to grow.
The Feather of Valor was forced to pull back as the ring spun with blinding speed, growing to such a huge size the the ship had to flee at maximum burn in order to stay out of the way.
And then with a flash that not only destroyed most of Valor’s senser suite but also rendered blind every crew member that was optically observing it, the ring vanished.
In its place was the gravity well for a brand new system that moments before did not exist.    The nearly crippled ship limped back to the core worlds and reported their findings.

The Imperium quickly learned of the events and sent a scout ship to the system.   It spent nearly 87 days in the system running dark along the outer asteroid belt found there, slowly charting the many planets in-system with deployed sensor bouys. 

Their findings confirmed one of the Imperium’s greatest fears.   The old enemy has come.   
Somehow the ring gate had transported an entire system from chaos space into the sector.

Chaos Home System:
Spoiler
Sin
[close]

[close]

The Greater Good:
Spoiler
Independent trader No Hard Days was deep in hyperspace.   Having been recently caught a slipstream, the ship was forced off course and rode out the current until it came to an end at the edge of a dense hyperspace storm.
“Captain, we’ve got something on our sensors, every reading is off the scale!”  shouted the technical officer.
“Well, bring us in closer, lets have a look,” replied the captain.

View-screens came online. 
“It’s the Ghost Ring,” said the comms officer.  “It has to be.”
The ring was near the edge of the hyperspace storm, drawing in it’s energy like an invisible vacuum.  A strange radiance circled like a whirlpool.  Inside of the ring was a chaotic pattern of merging fractals and an ever changing pearlescent kaleidoscope..

Before the Captain could usher a command, the ring patterns flexed inward,  A series of shapes were seen inside the ring, before a flash of light engulfed it.     
The shockwave impacted No Hard Days with a hammer blow.   Sparks  flew around the bridge as the ship lost power.  The vessel became adrift, just another derelict among the detritus of hyperspace.  Repair crews were dispatched.  Emergency power was rerouted.  Basic systems started being restored.

The ring itself had disappeared, and a strange fleet of unknown pattern was in its place.
No Hard Days began to receive garbled comms bursts from the unknown fleet.  They would later be deciphered as sermons, preaching about “The Greater Good”.

Tau Home System:
Spoiler
Kororvesh
[close]
[close]



Ship stuff:

Imperium of Man:
Spoiler

Imperium reskins done by Bloodtrailkiller

Misc Support Ships:
Spoiler
Light Cargo Transport: 


Light Fuel Transport:


Heavy Cargo Transport:


Heavy Fuel Transport:


Universe Mass Conveyor:


[close]

Fighters:
Spoiler
Fury Interceptor:


Marauder Bomber:


Star Hawk Bomber:


Thunderbolt Heavy Fighter:   (Source Sprite Donated by FunkyCirno69)


[close]

Escort Ships:
Spoiler
Cobra Destroyer: 

 
Firestrom Frigate:


Sword Frigate:


Falchion Escort: 


[close]

Light Cruisers (Destroyers):
Spoiler
Dauntless Light Cruiser: 


Endeavour Light Cruiser: 


Defiant Light Cruiser: 


Endurance Light Cruiser: 


Enforcer System Control Cruiser



[close]


Cruisers:
Spoiler

Dictator Cruiser:

Dominator Cruiser:

Gothic Cruiser: 

Lunar Cruiser: 

Tyrant Cruiser:




[close]

BattleCruisers:
Spoiler

Mercury BattleCruiser: 


Mars BattleCruiser:


Jovian BattleCruiser:


Orion BattleCruiser:


Overlord BattleCruiser:



[close]

Capital Ships:
Spoiler
Apocalypse Battleship


Emperor Battleship: 


Oberon Battleship:


Retribution Battleship: 


Nemesis Fleet Carrier:


Vanquisher Battleship:


Victory Battleship:


[close]

Bonus type   ;D
Spoiler
Avenger Grand Cruiser:   

[close]


Weapons:
Spoiler
Anti-Ship Missile:     Plasma Torpedo:   Macrocannon:   Twin-Linked Omega Bolter:    Twin-Linked Heavy Lascannon     Plasma Cannon:    Plasma Battery:   Lance Battery   Sunbeam Lance Battery    Mars rotary Macrocannon:  Stygies rotary Macrocannon:   Disruption rotary Macrocannon:

[close]

[close]

Ork Pirates:
Spoiler

Fighters
Spoiler
Dakka Jet:


Fighta Bommer


Wazbom Blastjet


Eavy Bommer


Grot Bommer


Mega Bommer


[close]

Frigates:
Spoiler

Brusia:


Scrapa:



[close]

Destroyers:
Spoiler

Crusha:


[close]

Crusiers:
Spoiler

Ork Karrier:


Snapa Battlecruiser:


Basha Light Crusier:


Supa Basha Heavy Cruiser:


Ork Rok:


Ork Rok (High Metal Content):


[close]

Capital Ships:
Spoiler
Smasha Battleship:


Shreadda Battleship   


Ork MegaRok:


[close]

Orky Weapons:
Spoiler
***** AntiFighter / Point Defense:

Dakka Kannon:


Flakka Kannon:


MegaFlakka Kannon:


**** General Pew pews:

Kannon:


BiggaKannon:


Thumpa:


BiggaThumpa:


**** Rokkits

Rokkit Launcha:


Rokkit Autolauncha:


Rokkit Launcha Battery:


Grot Launcha Battery:


****** Big Gunz

Supa Kannon:


Zzapp Gun:


Supa Thumpa:


Barrage Kannon:


[close]
[close]

Forces of Chaos:
Spoiler

Misc Support Ships:
Spoiler

Chaos Freighter


Chaos Fuel Transport


Chaos Heavy Freighter


Chaos Heavy Fuel Transport


[close]

Fighters
Spoiler
Lightning Fighter


Swiftdeath Interceptor


Hell Blade Fighter


Hell Talon Fighter Bomber


Doomfire Bomber


Harbinger Super Heavy Bomber


[close]

Frigates
Spoiler
Idolator Raider


Infidel Raider


Iconoclast Destroyer


[close]

Light Cruisers (Destroyers)
Spoiler
Damnation


Brimstone Light Carrier


[close]

Cruisers
Spoiler

Carnage


Devastation


Murder


Pagan


Slaughter


[close]

Heavy Cruisers
Spoiler

Acheron


Hades


Styx


[close]

Grand Cruisers
Spoiler

Repulsive


[close]

Capital Ships
Spoiler

Despoiler Battleship


Desolator Battleship


Corruptor Super Carrier


Planet killer Reproduction


[close]

Chaos Weapons
Spoiler

Plasma Torpedo


Lance Cannon


Lasburner


Chaos Mars Pattern Macrocannon


Chaos Stygies Pattern Macrocannon


Chaos Disruption Pattern Macrocannon


Chaos Plasma Cannon


Chaos Twin Linked Heavy Lascannon


Chaos Twin Linked Omega Bolter


[close]

[close]

Tau:
Spoiler

Misc Support Ships:
Spoiler

Courier (Cargo and Fuel variants)


[close]

Fighters
Spoiler

Razorshark


Sunshark


Barracuda


Tigershark


Tigershark AX-1-0


DX6 Remora


Manta


[close]

Frigates
Spoiler
Castellan


Defender


Messenger


Orca


Warden


[close]

Destroyers
Spoiler
Emissary (Bor Kan Configuration) and (Dal Yth Configuration)


Emissary (Sa Cea Configuration)


[close]

Cruisers
Spoiler

Hero Starship


Hero  (Tol Ku Configuration) Starship


Merchant Starship


Merchant (Dal Yth Configuration) Starship


Protector


[close]

Capital Ships
Spoiler

Custodian Battleship


Explorer Starship  (and Explorer Bor Kan Configuration)


[close]

Tau Weapons
Spoiler

Tau Burst Cannon


Tau Blaster


Tau Railgun


Tau Heavy Railgun


Tau Ion Cannon


Tau Fusion Blaster


Tau Fusion Collider


Tau Fusion Eradicator


Tau Pulse Ordnance Accelerator Cannon


Tau Seeker Missile


[close]

[close]

Mod is a work in progress     ;D
« Last Edit: February 17, 2024, 05:12:01 AM by AccuracyThruVolume »
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AccuracyThruVolume

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #1 on: March 01, 2020, 04:35:06 AM »

Old starter stuff:

Spoiler
First shot at spriting.  A Cobra destroyer:



Its... okay.   Needs some work prolly.


Second attempt, a Dauntless Light Crusier (ignore the prow weapon) , also working on some 40k weapons:



Some improvement on the shading.  I thinking it might need some noise applied to breakup the flat gray parts...
[close]
« Last Edit: February 14, 2022, 03:02:09 AM by AccuracyThruVolume »
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Nautilus81

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #2 on: March 02, 2020, 07:03:22 PM »

Looking very promising thus far!

Visually speaking, I think these sprites are an excellent start, as the general shape and top profile is a pretty close match for the tabletop models. Perhaps for coloration you could add more defined metallic tones and deeper shading for 'lower' points on the models, while simultaneously breaking up the clean/flat lines with armor plating, structural ribbing, gothic-style embellishments, etc.

While it might be a bit early to ask, are you looking to implement only the Imperial Navy, or will this be a wider BFG port?

In addition, are there any plans to implement any subtypes to the macroweapon batteries? Old BFG lore gives plenty of leeway as to what a typical ship's weapons battery is composed of (macro-cannons, plasma weaponry, turbo-lasers, dumbfire missile racks, fusion beamers, etc.), and I think that would be an excellent way to implement multiple damage types/weapon differentiation/specializations. From the naming convention on the macrobattery posted in the Dauntless-class image, you could also work in specific forgeworld variants as an additional layer of complexity, and perhaps use different models of the same weapon type to add more distinctive flair.

Looking forward to your next release!
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AccuracyThruVolume

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #3 on: March 03, 2020, 12:58:05 AM »

Right now I am going off of what lore I can find as far as weapons.  Then deviate from there.  So far for weapons:

Mark VI Mars Pattern Macrocannon -- Explosive dmg
Stygies Pattern Macrocannon -- Kinetic
Disruption Macrocannon  -- EMP
Lance Cannon
Plasma Cannon  -- small slot
Plasma Battery  -- medium slot
Plasma Torpedo
Nova Cannon   -- prolly need to make a script to have this behave similar to lore.

Fusion beamers sound interesting, can you find a reference to them?


Imperial Navy is the starting faction, then on to the rest of them.  Got some ideas on the others:

Orks:  All universal slots, to represent their looty nature.  Mostly forward facing Gunz.
Tyranids: A fightable faction, unboardable ships with built in weapons.   Meant to be a hazardous enemy.  A player fleet conversing with the other factions would not make sense.
Necrons:  Same as Tyranids.  Really nasty high-tech weapons.  Self-repairing armor / hull.
Eldar: holofields fit nicely.  All energy weapons and missiles.


Those sprites are by no means final.  Mostly just working on...getting things working  :o   I tried not to darken them too much since the whole black background thing...

In progress Emperor class battleship (mostly to work on the fighters next):



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fu12

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #4 on: March 03, 2020, 01:57:37 AM »

I feel that the main superstructure could use more greebles to indicate the cathedral-esque make up of imperial ships. Something to add texture to the....textures.

Small macrocannons should probably be an energy type weapon, the lore notes that the sword class escorts are noted for their efficient laser macrobatteries. Lances should be explosive type to reflect their monstrous performance against armor but lackluster performance vs shields.

And dont forget to slap a bunch of antennae on the front of the Emperor. Thing is a command/control hub for fleets. And is noted for having a good sensor range as well.
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Tartiflette

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #5 on: March 03, 2020, 03:27:50 AM »

I don't want to dampen your spirit but the idea of a WH40k mod has been floated many many times and always end up with the same conclusion: the ships from every single race could be made to look great from a top down perspective EXCEPT for the Imperium ships.

Those are specificaly designed to be looked at from the side, built as cathedrals in space more than sensible ships. Necron and Tau in particular have striking sillouetes from the top, Eldars and Chaos ships have lots of distinctive outward features, Tyranids and Orks can easily be modified to be distinctive... But not so much with the Imperium.

My advice would be to take a lot of liberties with the original designs, maybe adding weapon sponsons the likes of the Gothic class, and/or to start with one of the other races to build up skills with an easier faction to sprite for.
« Last Edit: March 03, 2020, 03:30:54 AM by Tartiflette »
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AccuracyThruVolume

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #6 on: March 03, 2020, 03:39:03 PM »

Yeah Imperium ships are really blocky and industrial.  One can only do so much with that.  You can also only pack in so much detail before everything starts to look like a mess. Not too worried about that as it is what it is.

Hmm I'm assuming that one can setup a beam weapon with a super short duration and long cooldown time?

Most of the ship entries say "weapons battery"    One of the definitions of this is:

("Weapons battery" is a generic name for the Macrocannons, Plasma Batteries, Laser Cannons, Railguns, and Missile Launchers that make up the vast majority of spaceborne weapons.)

So there is some leeway as to what can be put on even escort class ships.   Although customizing the loadout is also half the fun of starsector   ;D

Good point on the antenna array on the front of Emperor class.

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fu12

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #7 on: March 05, 2020, 12:34:15 AM »

Another thing for the Emperor, lookin at your current model, I'd make the hangars on the sides jut out a little to break up the silhouette a bit.
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toastyblitz

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #8 on: June 28, 2020, 08:07:09 AM »

Please tell me this is still being worked on. I absolutely love everything WH40k, and searching for BFG mods for games is what drew me to starfarer in the days of old.
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Foxycek

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #9 on: July 13, 2020, 03:58:13 AM »

Please just tell me that this is still being worked on...
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AccuracyThruVolume

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #10 on: September 25, 2020, 06:01:44 AM »

Haven't touched this in awhile, got sucked into modding another unrelated game (arma III).   I'm sure I'll plunk away at this at some point.   
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AccuracyThruVolume

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Re: [0.9.1a] Battlefleets of the Gothic Sector
« Reply #11 on: April 11, 2021, 12:05:56 AM »

With the release of 9.5, I've come back to the starsector 'verse.   Modding has been restarted!

So far I've cleaned up the dauntless and cobra a bit and finished the emperor:



I'm having a problem with the Emperor being a carrier.  Every time a fighter spawns it warps in the image of the carrier ship from small to the size of the ship.  Also the bounds don't seem to be working.  I went back into the ship editor and redid them again but no change.  Hmmm weird.

edit:  Fixed it, collisionradius was set to 0  o.0
« Last Edit: April 11, 2021, 05:36:59 AM by AccuracyThruVolume »
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toastyblitz

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Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« Reply #12 on: April 11, 2021, 09:27:36 AM »

Glad you are starting this up again! If you need playtesters....
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Duros001

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Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« Reply #13 on: April 11, 2021, 10:43:31 AM »

Im a huge 40K fan, and would love to help play test this! :D
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AccuracyThruVolume

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Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« Reply #14 on: April 17, 2021, 04:55:35 PM »

Fury interceptor I whipped up..


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