Veritatem Imperialis mod - Version 1.2

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Imperator5
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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Imperator5 » 02 March 2017, 22:42

PistonMiner wrote:Probably not gonna end up in VI, but cool nonetheless: Image


The only time ork carriers are a danger! The mod is resurrected just after I finish doing my Dow2 stuff :)

There is the 1.9 version of the save game editor too. Just in case you want to get into skirmish without wanting to level your admirals. Don't worry it does not affect either PVP functions.
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.

Neighbor Kid
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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Neighbor Kid » 02 March 2017, 23:41

Beware the Rok!

Pretty awesome this is back up again!

With the Resurrection of the mod, what are the goals, and ideas in mind?

I've also wanted to ask.. the Mercury.. I was wondering why it shoots lasers, and not macro shells. It's said to have weapons batteries. JW thats all.

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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Imperator5 » 03 March 2017, 00:23

Weapon batteries in the lore is a catch all term for a lot of weapons. BFG Basic Rules GW pdf, Page 20:

Weapon batteries form the main armament for most warships, ensuring that much of their hull is pock-marked by gun ports and weapon housings. Each battery consists of rank upon rank of weapons: plasma projectors, laser cannons, missile launchers, rail guns, fusion beamers and graviton pulsars. Weapons batteries fire by salvoes, using a co-ordinated pattern of shots to catch the target in the middle of a maelstrom of destruction.

Now this tells us two things. First, that GW can not spell maelstorm. Second, that the weapons come in lot of flavours. Here is my interpretation of what they are.

Plasma Projector: A giant plasma cannon in space, as seen in game by the Tyrant, Overlord and battleships.
Laser cannon: A superheavy las weapon that fires a beam of destructive energy along a powerful laser. A giant lascannon. Garro's oath cites that a Retribution armed with these can blast a planet apart with a single broadside.
Missile Launchers: Giant racks of missiles. The Overfiend novel cites these missiles to be 100 meters long in case of an SM strike Cruiser.
Railguns: Also known as macrocannons, these are giant mass accelerators that fire huge shells. What BFGA has by standard. FFG material states that these can have different shell types, like Adamantium Sabots or melta warheads.
Fusion Beamers: Giant melta weapons in space. Presumable close ranged but very deadly.
Graviton Pulsars: A grav weapon of some sorts, no doubt very good at crumpling frontal hull armour of any unlucky ork.
Bonus: Disruption cannons, which are basically Ion cannons and are added by Fantasy Flight games, they weren't in the original rulebook.

Now we only implemented the top 4 type of batteries in order to save PistonMiner from overloarding. The latter three seem rather situational and rare.

Laser batteries
have higher damage per salvo, can not miss, but shoot slower and have lower average dps.
Plasma batteries reduce armour by -25. This is something I came up with since in 40k lore, Plasma weapons tend to do well against armour.
Missile batteries: These have 10% better accuracy I recall, and 2,5% better critical chance. This is to simulate guided warheads seeking out weakpoints in the hull and just generally homing in.
Macrocannons: These I think will have sligthly better dps than the rest.

Current IN battery Setup:
Laser: Mercury Battlecruiser
Missile: Vanquisher Battleship
Plasma: Other Battleships, Overlord Battlecruiser and half of the Tyrant Cruiser's batteries.

The goals so far, is to just get the mod working correctly with the latest path. Anything else is up to PistonMiner since he knows how much time he has to spare.

Some further weapons info:

Lances: These are multiple las barrels focusing on a single point to cut through armour. There was a very rare plasma lance that was much shorter ranged but immensely powerful. But it was too rare in lore and caused confusion so it was scrapped.

Bombardment cannons: These are giant railguns with very powerful and large shells, designed to crack continents or ships open. They also are usually highly radioactive, though other "Magma Shell/Bomb" variants seem to have a variable yield for close support bunker busting without blowing the marines nearby away, as the Ultramarines novel shows.

Nova cannon: A giant railgun firing a 50 meter wide shell at "near light" speed.
Standard shell : Either called implosion or plasma shells, these cause a small temporary star to blow up in the face of the enemy. There is some confusion if these are the same shell or two very alike but different shells.
Vortex or Warp or Rift Shells: Same as before, most likely one type of shell. This is a vortex weapon and is very rare.
Neutronium shells: Because nothing is quite like the kinetic energy of launching a small skyscraper's worth of neutron star matter at near light speed. Featured in Cadian Blood, these ones got yields in roughly between 347000 and 1360000 yottatons.
Doppler Shells: A shell that paints enemy targets and negates Eldar holofields.
E.M. Shells: A shell that blinds enemy ships. A more strategic than destructive asset.
Grav Shells: These create artificial black holes that sweep away smaller ships and ordenance. GW did make this before Star Trek reboot.

Torpedoes: These are usually fed by a plasma reactor that also doubles as a secondary warhead.
Plasma Torpedoes: These have a primary plasma bomb warhead for double the stellar blast.
Melta Torpedoes: These have melta warheads to melt through armour and set fires.
Virus Torpedoes: Rare warheads that wipe out the crew but leave the ship intact. Not to be confused with Virus Bombs.
Vortex Torpedoes: Vortex warhead, extremely deadly dimensional rupture. The most advanced torpedo type in 40k, Eldar got them too.

Torpedoes also got Upgrades:
Short Burn: Twice as fast but half the range.
Remote Guided: Very precise but can be hacked by enemies.
Seeking: These are automated with much better homing, but can malfunction.
Warp: These torpedoes are rare, and fly in and out of the warp to bypass shields. Similar to Titan Warp missile.

We did say that sometimes we would like to add more torpedo and nova variants, but the UI does not have enough ability slots so this puts a hurdle in the plans.
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.

Neighbor Kid
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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Neighbor Kid » 03 March 2017, 00:56

Gotcha, well I hope to see a full resurrection of this mod!

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Re: Veritatem Imperialis mod - Version PR-0-1

Postby PistonMiner » 03 March 2017, 12:35

Well, it's possible to apply skills via upgrades. The real question is what upgrades to replace.

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Imperator5
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Re: Veritatem Imperialis mod - Version PR-1.2

Postby Imperator5 » 03 March 2017, 15:11

Indeed I was saying that the maximum number of upgrades and abilities limits it.

Here is the 1.2 Release by PistonMiner!

http://www.mediafire.com/file/aacuyis9azt2gfv/VI-1-2.7z

How to install: Put the two files from the rar in these places:

Program Files (x86)\Steam\SteamApps\commofgfn\Battlefleet Gothic Armada\BattleFleetGothic\Content\Paks : BattleFleetGothic-PistonMiner-VI_P.pak
Program Files (x86)\Steam\SteamApps\common\Battlefleet Gothic Armada\BattleFleetGothic : Version.bfgver

Important, you need to delete the old mod files first!

This is an update to the mod so that it works with the most recent patch. Afraid the Chaos Desolator Turret visual change did not make it, but that is a visual change only and will be restored in time. Chaos ships take a lot of time to edit.
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: Veritatem Imperialis mod - Version 1.2

Postby PistonMiner » 03 March 2017, 15:35

Did some quick horrible gameplay with the Space Hulk.

Link: https://www.youtube.com/watch?v=jdiIjP3xh_4


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Imperator5
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Re: Veritatem Imperialis mod - Version 1.2

Postby Imperator5 » 03 March 2017, 20:23

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.

Neighbor Kid
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Joined: 22 October 2015, 23:05
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Re: Veritatem Imperialis mod - Version 1.2

Postby Neighbor Kid » 04 March 2017, 02:01

Well I'd like to place some ideas to ships that would be possible under current modding situation should this mod kick back into full life at some point.

Imperial Navy-
Beyond all the current battleships right now,

(GW)Nemesis Fleet Carrier- Dorsal Lance turrets, 3 hangers. the ultimate Imperial Carrier- 10k Detection range.

(GW)Invincible Class - While I love some fan made models of extended cruisers, the retribution works fine with less armor/hp and cruiser speed. Weapons exactly the same as Retribution.

(FM)Terra Class-So the idea behind this one is that it can fight cruisers, and deal with pesky escorts well. Dorsal Lance turret, 2 Weapon batteries, 1 Lance battery. Prow Torpedoes.

(FM)Majestic- This would be a/ carrier that can deal with escorts with ease, but ultimately would need cruiser support- Dorsal Lance turrets,(theres 1 macro turret but idk if you can mix turrets can you? Can you even change turrets visually?) 1 Lance battery, and 2 hangers.

Battlecrusiers-
(GW)Armageddon- Lunar class with Dorsal Lance turrets.

(GW)Orion- Same as Armageddon, perhaps to switch it up, this could have the upgrade of Dorsal Macro turrets? This and the Armageddon are your jack of all trades battlecruiser IMO

(FM)Neptune- Dorsal Lance turret, Lance batteries, Prow Torpedoes- A great anti escort ship, and should be decent vs light cruisers.

(GW)Jovian- Dorsal lance turrets, 2 hangers, no prow weapons.

Crusier-
(FM)Relentless- Hanger bays.

Space Marine- Based off the idea that you can change projectile types and not so much of visual aspect of say an actual lance turret ..... like your Mercury battlecruiser!

Battlebarge-

(FM)Ultima - This version of the BB would have to be high cost IMO, the idea behind it, is that it is supposed to be armed with hangerbays and bombardment cannons. For not just it's turrets, but it's replacement for port and starboard weapons batteries. Perhaps to counter the power of bombardment cannons projectiles, they do high crit, but how about a tad lower for overall HP damage?

(FM)(Lux) - Lance/Laser battery variant. A cheaper version I'd say, a good anti escort/ light cruiser.

Strike Crusier-

(FM)Inferno- Lance varient- Prow hanger or Torpedoes(my choice would be torpedoes), Port/Starboard Lance battery, Dorsal Bombardment turret- Good Anti Escort/light crusier

(FM)Hammer- Bombardment variant- Prow hanger or Torpedoes(my choice is hanger), Port/Starboard Bombardment batteries, Dorsal Bombardment turret- Good Critical hitter.

(FM)Devastator- Dauntless with bombardment cannon turrets not batteries. A moderate overall brawler.

Chaos

Bring in the Planetkiller!

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Re: Veritatem Imperialis mod - Version 1.2

Postby Imperator5 » 04 March 2017, 13:05

Planned ships: These will most likely need better editing software so I can help PistonMiner with them.

IN:
Battleships:
Apocalypse: Short range plasma lance broadsides, macro plasma turrets, prow nova.
Nemesis: broadside hangars, lance turrets, prow sensors.
Invincible: laser batteries, lance turrets, prow torpedoes. Faster but less health.
Majestic: 2hangar 1 lance broadside, lance turrets, prow torpedoes.
Terra: 2 plasma battery 1 laser lance broadside, lance turrets, prow torpedoes.
Reprisal: 2 macrocannon batteries, 1 hangar, lance turrets, prow torpedoes.
Battlecruisers:
Titan/Neptune: lance broadsides, lance turrets, prow torpedoes.
Implacable: 1 macro and 1 missile battery broadside, lance turrets, prow nova. Long Serpent with a more "imperial name" that Caliger and I came up with.
Armageddon: 1 laser battery, 1 lance broadsides, lance turrets, prow torpedoes.
Dominion: 1 hangar 1 lance broadsides, lance turrets, prow torpedoes.
Chalice: macrocannon battery broadsides, macrocannon turrets, prow torpedoes.
Jovian: hangar broadsides, lance turrets, prow sensors if possible, if not, torps or nova.
Light Cruisers:
Defender: Dauntless with missile broadsides, dorsal light lances and prow lance.
Defiant: hangar broadsides, macro turrets, prow torpedoes. Same as enforcer but different prow.

Orks:
Battleship:
Slamblasta: zapp broadsides, zapp dorsal turrets and prow zapps. Zapp Waaghigan.
Gorbag: broadside hangars, dorsal hangars, prow ... customisable I Think.
Cruisers:
Zappa: zapp broadsides, zapp turret and prow torpedoes.

Marines:
Battlebarges:
Mark 1 Battlebarge renamed Codex.
Mark 2 renamed Redemptor. Plasma broadside batteries replaced with laser batteries.
Mark 3 Basileus: plasma broadsides, bombardment cannons, 4 hangars. Made by Caliger to match HH era battlebarge of the same name.
Mark 4 Acazar: missile broadsides, bombardment cannons, 2 hangars and nova cannon prow. Made by me to match the Beast Arises era pattern of the same name.
Strike Cruisers:
Mark 1 renamed Codex. Plasma batteries, bombardment cannon, prow 2 hangars .
Mark 2 renamed Purgation. Macro batteries, bombardment cannon, prow Torpedo .
Mark 3 renamed Tyrannic. Missile batteries, bombardment cannon, prow Lance .
Mark 4 Flamewrought pattern. Laser batteries, bombardment cannon, prow nova. Caliger came up for the name for the unnamed Strike Cruiser pattern in the Overfiend novel series used by the Salamanders Chapter.
Vanguard Mk1 renamed Vigil: macro batteries, hangar, prow torps.
Vanguard Mk2 renamed Thunderstrike: missile batteries, hangar, prow lance.
Vanguard Mk3 renamed Codex: plasma batteries,hangar, prow bombardment cannon.

Tau Changes:
Protectors will get a bit more differentiated with their Wing-prow heavy railguns.
Tolku's Twin linked railguns will do better DPS but at shorter range.
Viorla's Heavy railguns will have better range.
I am thinking about changing their broadside 4 double railgun 1 ion cannon armament to:
Tolku: 3 double railguns 2 ion cannons and Viorla: 5 double railguns. To better match their prow guns.

Eldar:
PistonMiner wishes to add two custom made Light Cruisers, to make them more versatile.
One with Pulsars and Hangar, the other with Starcannons and Torpedoes.

Chaos new ships are for now scrapped unless PM can find a better way to mod them, since they require much more work due to a derpy way favours are coded there.
Battleships: We wish to restore their upper broadside turret row if possible
Desecrator: 2 lance 1 hangar broadside, lance turrets, prow torpedoes.
Desolator: Mortar turrets changed to missile macro battery turrets. Just a visual change to be more like the rulebook.
Despoiler: Prow lance with better angle of fire if possible.
Defiler: Fan made ship, plasma broadsides, plasma turrets, prow torpedoes.
Battlecruisers:
Cardinal: 2 Plasma Lance broadsides, lance turrets, macro prow turret.
Hellfire: laser battery and lance broadside, lance turrets, laser prow turret.
Hecate: missile battery and hangar broadside, lance turrets, prow lance.
Cruisers:
Inferno: laser battery and lance broadside, prow lance.
Emasculator: 1 hybrid battery, 1 macro broadside, prow plasma macro turret.
Light Cruiser:
Pestilan: Broadside macro battery, plasma turrets.
Hellbringer: The hangar variant.
Harbringer: The lance variant.


Green: Can do! I'm Mister Meeseeks
Yellow: Balance may be a problem.
Red: Impossible due to technical difficulties.

Your new suggestions:
IN
BC: Orion, Same as armageddon but with dorsal macros.
C: Relentless, 2 hangars and prow torpedoes or nova?

SM
BB Ultima, broadside and turret bombardments, prow hangars, lower health? Sounds like Basileus but with bombardment macros.
Lux: Bit like Redemptor, unfortunately we can't add any other than macros to SM broadsides. No other model to fit there. Caliger had this idea too, as well as a BB with hangar broadsides, but currently impossible.
SC: Inferno: Impossible for the same reason as Lux.
SC: Hammer: Bombardment broadsides and turrets, hangars.
Dauntless LC: Not sure if dauntless can be ported over to sm.
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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