Veritatem Imperialis mod - Version 1.2

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Cryhavok
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby Cryhavok » 08 July 2016, 18:44

Imperator5 wrote:Eldar will have laser and plasma ones with higher dps but -3k range.
Pulsars will work like plasma lances, but with better overall dps because eldar lance tech is better.


Will you guys be leaving starcannons alone or changing anything on them?
Do you hear the voices too?!?

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PistonMiner
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby PistonMiner » 08 July 2016, 18:45

It's not like I am able to just remove RNG anyways, and the accuracy is also not computed with a table.

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Imperator5
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby Imperator5 » 08 July 2016, 18:49

Bludfist wrote:considering the changes to Zzzaps, will it also apply to weird boy tower?


Not sure , depends on what the coding will let us do.

Cryhavok wrote:
Imperator5 wrote:Eldar will have laser and plasma ones with higher dps but -3k range.
Pulsars will work like plasma lances, but with better overall dps because eldar lance tech is better.


Will you guys be leaving starcannons alone or changing anything on them?


They won't have the 3k range upgrade, but gain -25 armour reduction by standard at 6k range.

I think Eldar/Sm will ahve 95% and not 100% accuracy at 6k, to make Starcannons and bombardments miss a little.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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PistonMiner
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby PistonMiner » 08 July 2016, 20:14

Again, Accuracy is not a table you can edit however you want to. These custom accuracy values are not possible to do for a large part (AFAIK anyways), so a lot of this discussion is useless since these hypothetical values will most likely never be implemented anyways.

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Imperator5
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby Imperator5 » 08 July 2016, 20:42

PistonMiner wrote:Again, Accuracy is not a table you can edit however you want to. These custom accuracy values are not possible to do for a large part (AFAIK anyways), so a lot of this discussion is useless since these hypothetical values will most likely never be implemented anyways.


Okey, I came up with the following that fits the restrictions.

Imperial/Chaos:
90% 3k
80% 6k
70% 9k
60% 12k
50% 15k

Marines/Eldar:
95% 3k
90% 6k
85% 9k
80% 12k
75% 15k

Orks:
80% 3k
60% 6k
40% 9k
20% 12k
0% 15k
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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PistonMiner
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby PistonMiner » 08 July 2016, 20:46

For people interested in how it actually works, this is my understanding of it:

Code: Select all

accuracy(range, factionAccuracyModifier, weaponAccuracy) = (1 - factionAccuracyModifier * range) * weaponAccuracy

Where accuracy is a decimal value detailing the likelihood to hit the enemy ship, range being the distance of the ship to the target in 3K units as a decimal value, factionAccuracyModifier being the accuracy falloff of the faction from 0 to 1, and weaponAccuracy being a decimal value from 0 to 1 that is set per weapon.

Example: My Overlord-class Battlecruisers fires it's Macro-Batteries at a target which is 9K units away.
The likelyhood to hit the target will be

Code: Select all

accuracy(3.0, 0.2, 0.6) = (1 - 0.2 * 3.0) * 0.6 = 0.24

That's 24%.

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Imperator5
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby Imperator5 » 08 July 2016, 20:55

PistonMiner wrote:For people interested in how it actually works, this is my understanding of it:

Code: Select all

accuracy(range, factionAccuracyModifier, weaponAccuracy) = (1 - factionAccuracyModifier * range) * weaponAccuracy

Where accuracy is a decimal value detailing the likelihood to hit the enemy ship, range being the distance of the ship to the target in 3K units as a decimal value, factionAccuracyModifier being the accuracy falloff of the faction from 0 to 1, and weaponAccuracy being a decimal value from 0 to 1 that is set per weapon.

Example: My Overlord-class Battlecruisers fires it's Macro-Batteries at a target which is 9K units away.
The likelyhood to hit the target will be

Code: Select all

accuracy(3.0, 0.2, 0.6) = (1 - 0.2 * 3.0) * 0.6 = 0.24

That's 24%.


This means rocket macros will loose their accuracy bonus. Well I guess their crit chance bonus will have to be enough.

The formula (2.0, 0.1, 1) = (1 - 0.1 * 2.0) * 1 = 0.8 would be imperial/chaos macros at 6k.

Okey PistonMiner says that we can make Missile macros have better accuracy, but at a cost to macros and plasmas.

Plasma and macro:

3k: (1 0.05 0,9) = (1-0.05x1)x0.9= 0.855
6k: (2 0.05 0,9) = (1-0.05x2)x0.9= 0.81
9k: (3 0.05 0,9) = (1-0.05x3)x0.9= 0.765
12k: (4 0.05 0,9) = (1-0.05x4)x0.9= 0.72
15k:(5 0.05 0,9) = (1-0.05x5)x0.9= 0.67.5

Missiles and Starcannons:
3k: (1 0.05 0,9) = (1-0.05x1)x1= 0.95
6k: (2 0.05 0,9) = (1-0.05x2)x1= 0.9
9k: (3 0.05 0,9) = (1-0.05x3)x1= 0.85
12k: (4 0.05 0,9) = (1-0.05x4)x1= 0.80
15k:(5 0.05 0,9) = (1-0.05x5)x1= 0.75

This method will let missiles be more accurate, at the cost of short range macro and plasma accuracy. This is a big blow to plasma/macro weapons but hopefully their higher dps and armour piercing will compensate.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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Crnyo
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby Crnyo » 10 July 2016, 19:14

Wow, you guys are incredible! Really nice work.

I'm hoping Pistonminer will find time to release his mod tools one day and perhaps write a tutorial how to add new ships.
Weirdboyz iz the new WAAAGH

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PistonMiner
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby PistonMiner » 10 July 2016, 22:13

Crnyo wrote:
I'm hoping Pistonminer will find time to release his mod tools one day and perhaps write a tutorial how to add new ships.


Can't release my head and a hex editor.

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Imperator5
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Re: Imperator's and PistonMiner's 'Veritatem Imperialis' mod - Prerelease test available

Postby Imperator5 » 12 July 2016, 19:53

Few new ideas for SM:

BB Mark 2 will have an additional prow nova.
Mark 4 strike cruiser with lance replaced by nova.

Boosting Sm Vanguards and Strikes healthwise.

Giving Boarding torpedoes 90 or 120 sec cooldown instead of 45.

Terminator LS and Khorne LS will deal permanent crits again if it can be done.

Machine God willing, we maybe able to restore the +1 LS assault action to terminators, but not sure about that.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.


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