Veritatem Imperialis mod - Version 1.2

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Bludfist
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Re: Imperator's mod idea

Postby Bludfist » 14 June 2016, 15:00

Imperator5 wrote:I doubt they give a **** since PistonMiner and I are not touching anything DLC related and thus not doing anything threatening towards their income.

The credit goes to him, not me, he figured out how to modify the files. As for Slamblasta, I'm not sure the broadside Zapps can be achieved, since we can only put in models that already exist in game.

So basically just use the existing ship parts models to make new combinations. So GW does not need to worry about a copyright infringing Age of Sigmar mod with Sigmar riding the Death Star to battle.

Stats and such I think are actually linked to the modules. So if you swap out module, the ship changes weapons. If you edit the module, the ship shoots faster, for example.


will you be able to make changes to upgrades?

I think we could do some real good work with this thing
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Cryhavok
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Re: Imperator's mod idea

Postby Cryhavok » 14 June 2016, 15:43

Is any of this implemented and useable/testable or are you waiting for them to release mod tools? Beyond offering suggestions, what can I do with this now?
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CALiGeR190
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Re: Imperator's mod idea

Postby CALiGeR190 » 14 June 2016, 15:55

Cryhavok wrote:Is any of this implemented and useable/testable or are you waiting for them to release mod tools? Beyond offering suggestions, what can I do with this now?

I second this.
I would certainly love to test these ships.
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Imperator5
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Re: Imperator's mod idea

Postby Imperator5 » 14 June 2016, 16:01

PistonMiner is doing all the hard code stuff, since he is much smarter than I. I mainly do the theorycrafting, balance-stuff and I'm honestly just wanting to see what he can do at this point.

I do not want to rush him nor boss him around, and I honestly need to see which one of my ideas can even be done and which can't be done.

Also than I need to see how balance is made. I want to make my mod balanced, and to do that I'll need to get a "feel" of the ships first.

This is all simply the beginning. Here are some screenshots he sent me_

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Amazing work and great ship!
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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CALiGeR190
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Re: Imperator's mod idea

Postby CALiGeR190 » 14 June 2016, 17:44

Imperator5 wrote:PistonMiner is doing all the hard code stuff, since he is much smarter than I. I mainly do the theorycrafting, balance-stuff and I'm honestly just wanting to see what he can do at this point.

I do not want to rush him nor boss him around, and I honestly need to see which one of my ideas can even be done and which can't be done.

Also than I need to see how balance is made. I want to make my mod balanced, and to do that I'll need to get a "feel" of the ships first.

This is all simply the beginning. Here are some screenshots he sent me_

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Amazing work and great ship!

Does it have the 12K range?
I'm interested in knowing whether existing models can actually be altered (if you've said so already, sorry for bugging you, but I'm curious).
Also mildly irked by the fact that the torp launchers are still visible... cant have everything though, and you guys ant modellers I assume :P
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Imperator5
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Re: Imperator's mod idea

Postby Imperator5 » 14 June 2016, 17:49

Fraid not, and I'm not even sure if new models can be put in game. Tindalos may get iffy with that, for aforementioend DLC reasons and GW for Ip reasons.


Yeah it got 12k lances. My mod idea has 2 lance setups planned, one with 12k range laser lances (Victory, Imperial BCs, most Chaos ships) and 6k range but more powerful plasma lances (Apocalypse, Lunar, Slaughter).

This would help balance range vs damage to better tailor ships for specific purposes I hope. I want to balance Imps (tougher) and Chaos (More damage) before working in Orks and Eldar.
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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Re: Imperator's mod idea

Postby CALiGeR190 » 14 June 2016, 18:01

Imperator5 wrote:Fraid not, and I'm not even sure if new models can be put in game. Tindalos may get iffy with that, for aforementioend DLC reasons and GW for Ip reasons.


Yeah it got 12k lances. My mod idea has 2 lance setups planned, one with 12k range laser lances (Victory, Imperial BCs, most Chaos ships) and 6k range but more powerful plasma lances (Apocalypse, Lunar, Slaughter).

This would help balance range vs damage to better tailor ships for specific purposes I hope. I want to balance Imps (tougher) and Chaos (More damage) before working in Orks and Eldar.

Good! Now I just want to play with it...
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Ahzek Ahriman
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Re: Imperator's mod idea

Postby Ahzek Ahriman » 14 June 2016, 18:08

I'll play the role of Captain Obvious of the first company of Angels of You-Don't-Say, but I suggest not focusing on new models from the start. Not to say there should be none, but think about more fundamental stuff first.
Begin with less time-consuming stuff like, adjustments to hull points/shields/damage/armour, rework of upgrades/skills (sooo much potential here, makes my head hurt with all the things we could do).

But those screenshots dayum...
At any rate, I've done some minor modding for my own use in the past, and I can tell that aiming high from the get-go is gonna end poorly, with bazillion problems in both code and game balance.

If any solid info about modding tools (not necessarily official release modding tools like Dawn of War had) comes out, I'll be here.
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Imperator5
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Re: Imperator's mod idea

Postby Imperator5 » 14 June 2016, 18:38

Ahzek Ahriman wrote:I'll play the role of Captain Obvious of the first company of Angels of You-Don't-Say, but I suggest not focusing on new models from the start. Not to say there should be none, but think about more fundamental stuff first.
Begin with less time-consuming stuff like, adjustments to hull points/shields/damage/armour, rework of upgrades/skills (sooo much potential here, makes my head hurt with all the things we could do).

But those screenshots dayum...
At any rate, I've done some minor modding for my own use in the past, and I can tell that aiming high from the get-go is gonna end poorly, with bazillion problems in both code and game balance.

If any solid info about modding tools (not necessarily official release modding tools like Dawn of War had) comes out, I'll be here.


Yeah, the aim first is to add new ships, than to add bigger battles and more ship slots, than to modify basic ship stats, than to add new weapons and balance it out last.

The mod's sweeping attribute changes aim towards stronger battleships, giving Void shields more importance by making them stronger and increasing weapon accuracy across the board. Shields would now stop all but Vortex based attacks, and ships have twice as much shields. I plan on replacing the ork hull bonus with making their shields recharge faster. So while Void shields are mighty barriers that take a lot of firepower to bring down, Ork force fields are shields that get back up much faster.

I also want to change the "weak ships cheap, strong ships expensive" differentiation between ships of the same class to a more traditional RTS setup of making all ships equally costed, yet specialised for different roles that they excel in.

Torpedoes and Pulsars I feel like should auto-fire and home in, instead of the cone spread. I'm not sure how this will work out, and I plan to add in homing but ability-launched "rare torpedoes" to all factions.

I also want weapons to be the only thing doing permanent criticals, while making boarding parties a bit stronger than before. 40k ships are massive and by sci-fi standards extremely durable, and I imagine boarding team sabotaging weapons, engines etc, not literally blowing them up in suicide runs.

For example imperials

Battleships:
Retribution is the all out close range powerhouse.
Emperor is a jack of all trades support ship.
Victory is all about long range fire support.
Apocalypse is an anti-armour brawler.
Nemesis is an all out carrier-supporter.
Oberon is a jack of all trades but master of none.

Battlecruisers:
Mars is an support ship, jack of all trades.
Overlord is a close fight powerhouse.
Armageddon is the anti-armour ship with lots of lances.
Dominion is long range fire support/hangar.
Mercury is a dedicated long range fire support.
Jovian is a pure support ship.

Cruisers:
Gothic is an all out long range firepower.
Lunar is the jack of all trades.
Dicatator is the support ship.
Tyrant is the general powerhouse.
Dominator is an even more specialised brawler than Tyrant.

Chaos ships:

Battleships:
Desecrator is long range support.
Desolator is pure long range firepower.
Despoiler: is a jack of all trades, half brawler half carrier.

Battlecruisers:
Styx is pure long range support.
Acheron is pure long range firepower.
Hades is a brawling powerhouse.
Hecate is a generalist jack of all trades.
Hellfire is a mix between brawler and long range firepower.

Cruisers:
Carnage is a mid range firepower ship.
Slaughter is a close quarters brawler.
Murder is a long range fire power ship.
Devastation is a mix between long range fire power and support
Inferno: is a mix between brawler and long range fire power.

I want them to equally all have their uses and each having a specific scenario that they are the best for.

There are slight overlaps like with the Carnage, Inferno, Murder and the Dominator and Tyrant.

Brawler-powerhouse is a ship armed with macros, mainly suited for close range battles.
Long range firepower implies a lot of lances and a ship that sits back and tries to engage at range.
Support is basically carrier, providing either bombers or fighter screens.

I also do feel like Chaos needs more battleship choices, but there are not enough Canon variants and I'm reluctant to put in ships dreamed up by me.
If anybody knows about any obscure Chaos macro-based brawler battleship, please tell!
Last edited by Imperator5 on 14 June 2016, 19:24, edited 6 times in total.
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 mod idea

Postby PistonMiner » 14 June 2016, 19:00

Ahzek Ahriman wrote:Begin with less time-consuming stuff like, adjustments to hull points/shields/damage/armour


Well, that's all stuff I figured out in the last few days, and already tested. Right now I'm gonna focus on getting solid modding tools made before we pump out content, so that means content that covers a lot of ground to test. The Victory actually tested a lot, and I now have some nice tools to make my job easier, which is making more tools...
There's still a few major meta-issues to solve, including multiplayer and mod distribution amongst some others. I will look into those further this evening, will see about it, got some ideas, luckily the last patch brought some good things.


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