Terra Invicta - Newton Mod v.0.2 - Game mod - Download
The file Newton Mod v.0.2 is a modification for Terra Invicta, a(n) strategy game. Download for free.
File Type: Game mod
File Size: 26.8 KB
Last Update: Tuesday, November 8, 2022
Downloads: 157
Last 7 days: 0
Report problems with download: [email protected]
Newton Mod is a mod for Terra Invicta, created by NephilimNexus
Description:
Why would kinetic weapons have range limits in SPACE?
This mod aims to alleviate this illogical game mechanic.
Serviceman Burnside, what is Newton's First Law?
Sir, an object in motion stays in motion, sir!
No credit for partial answers, maggot!
Sir, unless acted upon by an outside force, sir!
Damn straight! I dare to assume you ignorant jackasses know that space is empty. Once you fire this hunk of metal it keeps going until it hits something!
What this mod changes:
All non-point defense kinetic weapons (chemical & magnetic) now have a range of 1000km.
All non-point defense laser & plasma weapons all have a range of 1000km.
All missile have double their original magazine capacity.
All missiles that have multiple launches in their salvo now have x2 their original salvo size.
30mm Autocannon can now be used offensively to 1000km.
(Damage for the 30mm Autocannon is based on real world GAU-8 Avenger used in the A-10 Warthog. Yes, I really did look up how many joules of energy the round delivered and copied that for the in game damage. However we are talking about giant space ships with hundreds of tons of armor, so don't be surprised if it just bounces off the enemy's hull.)
What this mod does not change:
Ranges of Point Defense weapons (except for the 30mm Autocannon, as mentioned above).
Any station defense modules (which generally have 2000km range).
Missiles with a salvo size of 1 still only fire 1 missile per salvo, not 2.
The damage reduction over range coefficient of lasers has not been changed, so even though your dinky little Mk1 laser turret might now be able to reach out to 1000km it probably won't even be able to cook a slice of toast at that range, let alone hurt an armored warship.
Any alien weapons.
What all this means:
If you decide to manually fight battles you will want to manually toggle your weapons on or off rather than just leave everything to "fire at will" from the get-go, otherwise you'll likely burn through all of your ammo and/or batteries before you can even see your target. Just because the projectiles will travel that far doesn't mean they'll actually hit anything, and likewise lasers still drop in damage over distance at the same rates as before. Even though plasma weapons don't fall off in damage over range they still have limited speed and ammo (just like kinetic weapons), so again it is entirely possible to burn through your entire magazine without hitting anything if you're too trigger happy.
The point, then, of this mod is that you - the player - now have the option of engaging at maximum range if you want to. There is no guarantee this will be the least bit effective, but the choice is now yours to make. Do you want to take the shot now or wait until you close in on your target and get a better chance of hitting and/or doing any real damage? It's up to you.
This should also make base attacks more feasible as bases don't move, so hitting modules at maximum range should be easy. This is important because base attacks are horribly imbalanced in favor of the defender during manual resolve (i.e. most defense modules have 2000km range, which means you can expect most of your ships to be dead before they can even get one shot off).
Missile buffing was done simply because PD became way too powerful in the latest version; I've seen single alien frigates take out waves of 30+ missiles with a single laser & not even breaking a sweat. Hopefully this should give your "Macross Missle Massacre" ships a better chance of actually scoring a hit. If this doesn't work I'll try buffing their speed, too, in an update (so feedback on that is most welcome).
Instructions:
What this mod contains:
A small zip file that contains two folders. One folder is called Newton, the other is called Backup.
The Backup folder contains copies of the original files as of game version 0.3.27
The Newton folder contains the modded template json files.
Simply place the new files into your folder Terra Invicta/TerraInvicta_Data/StreamingAssets/Templates and overwrite when asked.
To remove mod do the same thing but with the contents of the Backups folder.
There should be no reason to mess with the game's own mods interface for this.
- Last update: Tuesday, November 8, 2022
- Genre: Strategy
- File size: 26.8 KB