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RTS Battlefleet Gothic: Armada

Joined
Dec 28, 2012
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Rape
Finished the campaign. I approve of what transpired, even though the scale of some battles lorewise described as immense was disappointing ingame.

may the light of the Emperor forever shine on your soul, Captain Abridal :salute:

Yeah, I feel like the scale of some battles was waaaay too small for a campaign set during a black crusade. If the game did not want you to command that many ships, it should simply have placed them in allied fleets.
 

Storyfag

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Well, the biggest battle of the conflict, the Battle of Gethsemane, saw the Imperium fielding 17 capital ships (including 2 battleships and 2 battlecruisers) and 20 escorts. I managed 2 battleships (1 controlled by the AI), 2 battlecruisers (again, 1 controlled by the AI), 1 cruiser and 1 escort. The scale difference is, to say the least, disappointing.

But that does not change the fact, that the game is good.
 

Beastro

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Well, the biggest battle of the conflict, the Battle of Gethsemane, saw the Imperium fielding 17 capital ships (including 2 battleships and 2 battlecruisers) and 20 escorts. I managed 2 battleships (1 controlled by the AI), 2 battlecruisers (again, 1 controlled by the AI), 1 cruiser and 1 escort. The scale difference is, to say the least, disappointing.

But that does not change the fact, that the game is good.

Now even slow mo would make handling a battle like that manageable. Even without the game crashing bugs, managing 20 SoLs in ETW against a similar sized fleet was a pain.
 

Raghar

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Well, the biggest battle of the conflict, the Battle of Gethsemane, saw the Imperium fielding 17 capital ships (including 2 battleships and 2 battlecruisers) and 20 escorts. I managed 2 battleships (1 controlled by the AI), 2 battlecruisers (again, 1 controlled by the AI), 1 cruiser and 1 escort. The scale difference is, to say the least, disappointing.

But that does not change the fact, that the game is good.

Now even slow mo would make handling a battle like that manageable. Even without the game crashing bugs, managing 20 SoLs in ETW against a similar sized fleet was a pain.
You could pause. Also why did you have 20 SoL, when you could have 7 first rate moderately experienced, and simply push trough blowing up enemy ships left and right?
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
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13,465
The game seems to be a financial success for them, so they announced additional plans for the game with additional budget:

Let's go deeper into the Gothic Sector!
29. APRIL - NETHEOS
Greeting Admirals,

Battlefleet Gothic: Armada released one week ago, and its success was beyond our most optimistic expectations. We planned an original development budget based on expected revenues, but these revenues have been largely overtaken. Because of this, we’ve been working with our publisher Focus Home Interactive to plan several major additions to our game, to offer you the best possible experience as well as exceptional content. This new content will require a future development plan that will keep the Tindalos teams busy for all of 2016.

Many of you voted to let us know which faction you would like to see in Battlefleet Gothic: Armada in the future. The Tau fleet received the largest number of votes. We’re therefore happy to announce that The Tau Fleet will be the second faction DLC offered to all Early Adopters (players who pre-ordered or purchased the game in an official retailer up to 2 months after release).

Tyranids came second in the poll, and believe us, they won’t be left behind. But, for now, let’s talk about what we can unveil to you guys: here’s the development roadmap detailing what you’ll get in the coming months!

DEVELOPMENT ROAD MAP

As well as post-launch support, including a host of bug fixes and balance changes, we have a development road map delivering a host of new content over the coming months. To follow the latest bug fixes and patch notes, head over to our Official Forums[forum.battlefleetgothic-armada.com]. Read on to see what we’ve got in store!

Coming in the next few weeks:

• Online Custom Games against Friends
Online custom games will allow you to invite your friends to matches, competing with or against them in 1vs1 and 2vs2 battles.

• Improved Regional Matchmaking
An ELO matchmaking system will be added, meaning Admirals will not only be matched by level, but also depending on their victory/defeat ratio. Improvements will also be made to ensure you’re matched with an Admiral close to your level. Regional matchmaking will match players close to each other to improve latency.

• Russian Language Version
Our Russian friends have been asking, and we'll soon deliver a Russian language version to them!

• Chat Improvements
Team-chat will be added. You will also be able to continue discussing with allies and opponents during the post-match score screen.

Coming over the next couple of months:

• Space Marines DLC
Our first DLC faction, the Space Marine fleet, arrives in June 2016.

• Ranked Matches and Global Leaderboard
For players who wish to play in a competitive environment, we’re adding Ranked Matchmaking and a global leaderboard. Ranked matches will fall under certain conditions, including a disabled tactical cogitator and the appropriate Admiral level.

• Elite System
Admirals who reach a certain level 8 in solo offline matches will unlock Elite Battles. These are increasingly epic and challenging fights against the AI. Winning Elite Battles will unlock new, more difficult Elite battles – and only the best will make it onto the Elite leaderboard.

• 2 vs 2 Improvements
You’ll be able to invite a friend to play 2 vs 2 against the AI - the progression system will be available in this mode for both you and your friend.

• Pre-set Behaviors
We’ve heard your feedback about having to manually set skills and behaviors at the start of every game. Let's fix that! We're working on a screen at your docks, where you'll be able to pre-set your behaviors and skills.

Coming in a few months:

• Tau Fleet (Forge World) DLC
We've intercepted alarming signals from the Damocles Sector! For the greater good! Free for Early Adopters.

1461927317-tauship.jpg


• Custom Online Leagues
We’ll provide tools so players can organize themselves in private online tournaments.

For players who wish to play in a competitive environment, we’re adding Ranked Matchmaking and a global leaderboard. Ranked matches will fall under certain conditions, including a disabled tactical cogitator and the appropriate Admiral level.

• New Skills
Along with ongoing balance changes, we also plan to implement new skills to enhance each faction’s own unique flavor.

• Fleet Color
You will be able to customize the color of your ships.

• Profiles and Heroic Deeds
We'll develop a profile page for all admirals, where you'll find tons of data about your games and achievements.

This is only the beginning. With all your support, feedback, and our passion for this universe, Battlefleet Gothic: Armada will live on into the grim dark future.

“For those who seek perfection there can be no rest on this side of the grave”

Romain Clavier - Game Director
 

Beastro

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You could pause. Also why did you have 20 SoL, when you could have 7 first rate moderately experienced, and simply push trough blowing up enemy ships left and right?

Yeah you could, but once you have 40+ ships going at it even with pause it was overwhelming once they mingled.

Plus as I mentioned, I would invariably run into a CTD causing bug with ETW the longer naval battles went on where I'd eventually lose the ability to click and command ships, which would then sail off on their own until a minute later the game would freeze and crash. Any and all large naval battles became a race against time to win and end combat before the bug raised its ugly head.

I mainly played ETW with the Rights' of Man realism mod that toned down the ahistorical combat of vanilla, especially the rate of fires and explosions, which also placed a numbers limit on how many 1st and 2nd rates you could build (which I then modded further to remove all 2nd rates from everyone but Britain, who only built them).

Also I tried to play the game as historically as I could maintaining line combat before breaking into a mass melee of small fights as each side pounded and boarded one another. To play it otherwise was to not play a game set in the 18th Century and the naval combat was a major draw for me in the first place, which never had squadrons duking it out sinking and blowing up each other up as if they were 20th Century steel hulled battleships.

Yes, I was trying to make a silk purse out a sows ear and the major deficiencies in ETWs combat along with the shallowness of it's strategic campaign (Spain and France being essentially one province each being one of the worst things) made me drop the TW series entirely and focus on finally getting into Paradox games despite the abstracted combat turning me off for years.
 

Space Satan

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Game is good and interesting but HIGHLY UNStABlE. Fucking instanely unstable. Crashing left and right. Yet I am surprised that it was Battlefleet Gothic game that managed to achieve the closest call with Warhammer 40k lore.
 

Beastro

Arcane
Joined
May 11, 2015
Messages
7,938
Game is good and interesting but HIGHLY UNStABlE. Fucking instanely unstable. Crashing left and right.

That's very odd, I haven't had a crash yet.

Yet I am surprised that it was Battlefleet Gothic game that managed to achieve the closest call with Warhammer 40k lore.

I'm not. It seems to be a setting that is deliberately neglected and screwed with by GWS that is golden in anyone else's hands, but then most of GWS stuff is that way.
 

Tytus

Arcane
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Jul 9, 2011
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Mazovia
Game is good and interesting but HIGHLY UNStABlE. Fucking instanely unstable. Crashing left and right. Yet I am surprised that it was Battlefleet Gothic game that managed to achieve the closest call with Warhammer 40k lore.

Do you have the pirated version? It is known to crash constantly. Though they already released a fixed version without the crashing.
 

Llama-Yak Hybrid

Wild Sheep
Dumbfuck
Joined
Apr 1, 2016
Messages
321
Game is good and interesting but HIGHLY UNStABlE. Fucking instanely unstable. Crashing left and right. Yet I am surprised that it was Battlefleet Gothic game that managed to achieve the closest call with Warhammer 40k lore.
Use 3dm crack. Had this problem too.
 

Space Satan

Arcane
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Messages
6,216
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Space Hell
Game is good and interesting but HIGHLY UNStABlE. Fucking instanely unstable. Crashing left and right. Yet I am surprised that it was Battlefleet Gothic game that managed to achieve the closest call with Warhammer 40k lore.

Do you have the pirated version? It is known to crash constantly. Though they already released a fixed version without the crashing.
Yeah, that may be the problem. The only complaint so far i have about the game is they adopted one thing from Games Workshop all fans "liked" - their pricing policy.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,499
Game is good and interesting but HIGHLY UNStABlE. Fucking instanely unstable. Crashing left and right. Yet I am surprised that it was Battlefleet Gothic game that managed to achieve the closest call with Warhammer 40k lore.

Do you have the pirated version? It is known to crash constantly. Though they already released a fixed version without the crashing.
I never seen pirate version crashing.
Use 3dm crack. Had this problem too.
Do you have Steam installed?
 
Last edited:

Raghar

Arcane
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Joined
Jul 16, 2009
Messages
22,499
Yeah you could, but once you have 40+ ships going at it even with pause it was overwhelming once they mingled.

Plus as I mentioned, I would invariably run into a CTD causing bug with ETW the longer naval battles went on where I'd eventually lose the ability to click and command ships, which would then sail off on their own until a minute later the game would freeze and crash. Any and all large naval battles became a race against time to win and end combat before the bug raised its ugly head.

I mainly played ETW with the Rights' of Man realism mod that toned down the ahistorical combat of vanilla, especially the rate of fires and explosions, which also placed a numbers limit on how many 1st and 2nd rates you could build (which I then modded further to remove all 2nd rates from everyone but Britain, who only built them).

Also I tried to play the game as historically as I could maintaining line combat before breaking into a mass melee of small fights as each side pounded and boarded one another. To play it otherwise was to not play a game set in the 18th Century and the naval combat was a major draw for me in the first place, which never had squadrons duking it out sinking and blowing up each other up as if they were 20th Century steel hulled battleships.

Yes, I was trying to make a silk purse out a sows ear and the major deficiencies in ETWs combat along with the shallowness of it's strategic campaign (Spain and France being essentially one province each being one of the worst things) made me drop the TW series entirely and focus on finally getting into Paradox games despite the abstracted combat turning me off for years.
I used 1.5 version pirated edition, perhaps they fixed these crashes, or perhaps it was that mod. I think best change was setting battle length to 20 minutes to remove dominance of artillery. Its ammunition was expensive anyway, and they didn't have unlimited amount in one battle.
I think the main problem is the 2 turns per year instead of 4. And of course no mechanism that would keep peace for few turns before the war would erupt again. They also added a trigger that declared war when peace period was too long. (Or was it when nobody was in war with your empire...)
 

CthuluIsSpy

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Dec 26, 2014
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On the internet, writing shit posts.
Gameplay aside.. They do know their lore. And they are treating it with fucking proper respect. Seriously, even DoW didn't nail the WH40K flavour so neatly as this does in campaign.

Was DoW even grimderp like muh lore tho? I dont remember any grimderp.

"It is better to die for the Emperor than live for yourself"
As a Space marine, you must kill necrons to collect their souls to get a boon from Chaos Idol.
This was an actual mission.

I remember that one. But, to be completely honest, that was the standard mission for that territory. So your whatever forces killed whatever enemy forces currently held/attacked it for their souls and fed them to the idol. Eldar killing Orks? Sure. Marines vs Guardsmen? Aye. Necrons killing Chaos forces? Works too.

Except a necron, eldar or Imperial would never feed a chaos idol.
Tau might, but only because they are idiots. Orks will, not because its chaos but because its fighting.
 

Beastro

Arcane
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May 11, 2015
Messages
7,938
I used 1.5 version pirated edition, perhaps they fixed these crashes, or perhaps it was that mod. I think best change was setting battle length to 20 minutes to remove dominance of artillery. Its ammunition was expensive anyway, and they didn't have unlimited amount in one battle.
I think the main problem is the 2 turns per year instead of 4. And of course no mechanism that would keep peace for few turns before the war would erupt again. They also added a trigger that declared war when peace period was too long. (Or was it when nobody was in war with your empire...)

It's moot anyway, I haven't played it since 2011 or so.

Yeah I used the mod that changed it to four turns per year.

Odd, I never ran into that problem, but I usually was declaring war on whom ever was about to conquer other factions. I always like to play Balance of Power in TW and Paradox games instead of repeatedly painting the map over and over. When I wanted to be at peace I found it easy enough mass my armies at the border of the factions most likely to attack me. That was something of a necessity to do on Very Hard, because I'd often find it the only way to maintain peace. As soon as I moved one or two out to another front or to expand overseas I'd get a war declared on me right after hitting End Turn.
 

Blaine

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Grab the Codex by the pussy
Watched somebro play it on a stream. he failed the first tutorial pop-up where you have tu turn to avoid a minefield.

I did that too the first time around, and I'll tell you why: As soon as the preceding cut scene ends, a huge map marker that reads "RIGHT-CLICK HERE" appears at your destination, simultaneously with the tutorial narrator highlighting the fast turn button and instructing you to use it. At that point you've been playing for all of two minutes, and it's not entirely clear what needs to be left-clicked, right-clicked and so on, or when. There are also two fast turn buttons for presumably aesthetics reasons, which is even more confusing; one might assume the turning is automatic.

I hit the fast-turn button and right-clicked on RIGHT-CLICK here, and very soon after plowed into the minefield.

Anyway, I'm sure there are plenty of people who weren't confused by it, but I was. That's okay, I got better.
 

Blaine

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Grab the Codex by the pussy
I tried to slow time during the brief tutorial and it wouldn't allow me to, so you may not have been able to anyway. I forget when it was enabled, though.
 

ArchAngel

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I tried to slow time during the brief tutorial and it wouldn't allow me to, so you may not have been able to anyway. I forget when it was enabled, though.
It could be they prefered players to fail it because it has a special voice over dialogue if you do fail.
 

Blaine

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Grab the Codex by the pussy
  • hide transports in lucky gas cloud on deployment zone
  • set silent running immediately
  • enemy still clearly knows where they are from across the map

God, I hate escort missions. No game has ever existed in which escort missions were anything but a pain in the ass. My hatred for them was kindled with Wing Commander, and there's been no improvement for the past 26 years as far as I can tell.

I can definitely see convoy defense being an enjoyable game type in multiplayer, playing mind games with the other guy, if both players are okay with knowing the odds are almost always in favor of the attackers.
 

rashiakas

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Pathfinder: Wrath
Escort missions are relatively easy. Just make two groups of escorts and one group of line ships and while your escorts race to the edge of the map kill off the enemy with your dauntless. I rarely lose more then one escort this way.
 

Blaine

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Grab the Codex by the pussy
My strategy (I've only had one convoy defense mission so far) was to outright destroy the enemy as soon as possible. I kept the transport ships sitting tight in the far-left corner of the deployment zone, then deployed my line ships a bit further toward the center. Once the battle began, I sent the line ships infield a half-dozen grid squares or so, then launched a probe and parked them in a gas cloud.

When the enemy ships had nearly arrived and were preparing to plow through my group of line ships to reach the transports, I ordered the transport ships to full burn and make a beeline for the other side of the map, while attempting to bodyblock/ram the enemy ships with my line ships.

It worked. Unfortunately there was a small fucking asteroid field directly in the way of the transport ships, so the Orks managed to nab one transport, but I destroyed them all in turn.

I'm enjoying the game and getting a feel for it, but it feels damned clunky to me right now. I've got these slow-ass Imperial ships, but they throw superspeed Ork ramming machines at me for my sitting-duck convoy defense mission, and then superspeed Chaos ships for the data retrieval mission... and on and on. It's doable, but annoying. Meanwhile, I'm forced to use one race, and the customization and specialization options don't seem to really blossom until midway through the game.

I might go straight for skirmishes and skip the campaign mode altogether.
 

rashiakas

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Pathfinder: Wrath
Yes, the game needs some polish and more content, but I still had a lot of fun with it. AI is retarded though and as soon as you get better the game becomes super easy.

Aside from a few missions, campaign is exactly the same as skirmish. And since you can eliminate two factions you only fight chaos after maybe half of the campaign witch becomes boring fast. If you don't care for the story, just do skirmishes.
 

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