Page 1 of 66

Veritatem Imperialis mod - Version 1.2

Posted: 03 March 2016, 17:18
by Imperator5
Hello!

Current up to date version 1.2:
http://www.mediafire.com/file/aacuyis9azt2gfv/VI-1-2.7z

Pre Alpha download at this page:

viewtopic.php?f=3&t=515&start=180
http://www.mediafire.com/download/hd642 ... is-pr-0.7z
http://www.mediafire.com/download/ypx5d ... onMiner.7z

MODDB profile:
http://www.moddb.com/mods/veritatem-imperialis

The mod's current aim is to add new ships to existing races, add new abilities, and implement some balance and community ideas.

Current members: PistonMiner, Caliger190, Ahzek Ahriman and me.

Ships added:
Victory Battleship, Vanquisher Battleship, Oberon Battleship and Mercury Battlecruiser.

Re: Imperator's mod idea

Posted: 03 March 2016, 17:25
by HERO
Since I have absolutely ZERO visibility into the game right now, I can't really give further comments.

Re: Imperator's mod idea

Posted: 03 March 2016, 17:28
by Imperator5
HERO wrote:Since I have absolutely ZERO visibility into the game right now, I can't really give further comments.


Comments need not be game related. If you see something that does not fit the lore, just point it out!

Re: Imperator's mod idea

Posted: 03 March 2016, 17:39
by Flyingrhinoman
The nova cannon shells are a great idea but I would limit the use like they were in the TT. Also I would add for some of the more destructive weaponry an side affect when destroyed like fire (dot) on own ship or explosion that damages other modules.
Specifically, the warp related weapons (nova cannon, torpedoes, etc) all explode on the ship if the module they are in gets destroyed. Makes the risk more equivalent to the reward for using it. Especially if the warp ammo for the nova works like the same as it did in TT (ie, see those battle ships, they disappear into the warp because they can't escape the pull of the rift so bye 600 points)
Those are the only things I would add as it gives some counter play to the more devastating weapons.

Re: Imperator's mod idea

Posted: 03 March 2016, 17:46
by Flyingrhinoman
Also plasma batteries just gave more range in TT rather than higher damage. In reference to earlier post I believe the actual weapon I was referring to is the Groveton nova cannon that created a black hole on your turn after firing it. It would then drag stuff to ward it and if ships got to a certain point the black hole would consume them.
Also I believe the actual Graviton lances ignored shields but had harder time penetrating armor.

Re: Imperator's mod idea

Posted: 03 March 2016, 17:48
by Imperator5
Flyingrhinoman wrote:The nova cannon shells are a great idea but I would limit the use like they were in the TT. Also I would add for some of the more destructive weaponry an side affect when destroyed like fire (dot) on own ship or explosion that damages other modules.
Specifically, the warp related weapons (nova cannon, torpedoes, etc) all explode on the ship if the module they are in gets destroyed. Makes the risk more equivalent to the reward for using it. Especially if the warp ammo for the nova works like the same as it did in TT (ie, see those battle ships, they disappear into the warp because they can't escape the pull of the rift so bye 600 points)
Those are the only things I would add as it gives some counter play to the more devastating weapons.


Those are all good ideas!

I would, if I can, put in : Nova cannons and torpedoes, if destroyed, will have a chance to damage the ship. If Vortex weapons are there, the damage is guaranteed and its higher.
Of course, this all depends if this can be modded in.

Re: Imperator's mod idea

Posted: 03 March 2016, 17:50
by MagickalHack
Imperator5 wrote:-Increased speed and turn rate for some vessels.


Um, I think that the turning rate was pretty spot on. Remember; in the TT that pretty well any ship other than an escort could only turn 45* unless they used the Come to New Heading special order; which then halved their firing rate. Escorts could turn up to 90* and some of them even had to make a minimum move before turning.

Re: Imperator's mod idea

Posted: 03 March 2016, 17:55
by Imperator5
MagickalHack wrote:
Imperator5 wrote:-Increased speed and turn rate for some vessels.


Um, I think that the turning rate was pretty spot on. Remember; in the TT that pretty well any ship other than an escort could only turn 45* unless they used the Come to New Heading special order; which then halved their firing rate. Escorts could turn up to 90* and some of them even had to make a minimum move before turning.


This mode is more based on lore than on TT mechanics, but I see your point.
Also, I don't want to go into detail on these ones, since --NDA-- but I think I can tell that this will depend on race, ship class, etc. These changes may be minimal ones, 10-20% ones. Also, they'll most likely be tied to ship size, Favours, upgrades, etc.

I'll put much more detail out on these once the --NDA-- is lifted.

EDIT: However, lorewise, ships were capable of moving up to 75% lightspeed when needed, as portrayed in the Assault of Nimbosa and the Flight of the Eisenstein. This may not mean instant acceleration, but I think it is enough to give a higher top end speed.

Re: Imperator's mod idea

Posted: 03 March 2016, 17:56
by Flyingrhinoman
MagickalHack wrote:
Imperator5 wrote:-Increased speed and turn rate for some vessels.


Um, I think that the turning rate was pretty spot on. Remember; in the TT that pretty well any ship other than an escort could only turn 45* unless they used the Come to New Heading special order; which then halved their firing rate. Escorts could turn up to 90* and some of them even had to make a minimum move before turning.

every ship had a minimum movement (half their total movement, except eldar), however, the minimum distance before the could turn was dependent on the ship type.
Battleships=15cm before they could turn 45°
Cruisers= 10cm before they could turn 45°
Light cruisers= 10cm but can turn 90°
Escorts= can turn 90° at any point during their movement

Re: Imperator's mod idea

Posted: 03 March 2016, 18:11
by MagickalHack
Flyingrhinoman wrote:Escorts= can turn 90° at any point during their movement


I think in the 2010 FAQ/BFG:R this was errata-ed to anything other than frigate class escorts could turn at any time, I think frigates had to move like 5cm. I could be wrong here.