Terra Invicta

Terra Invicta

Expanse Weapons Mod
75 Comments
bthgordon 1 Sep @ 8:14am 
I recommend you do a balance check on the prices for these modules. One point of resources is supposed to represent ten tons, but weapons like the railguns cost more than 300 resources while only weighing 121 tons (for reference, the equivalent mk2 coilgun battery is only a total of 12 resources and weighs about the same). I know it's probably for the sake of balance but it still really sticks out.
Razorback  [author] 10 Aug @ 10:10am 
New Update !

I added a new railgun from the UNN taken from the Leonidas ship.
Razorback  [author] 12 Jul @ 11:32am 
@Droll

I haven't tried making the pdc or railguns be used for PD laser arrays so I am not sure how it works or how to do it.

It is probably better for you to ask this question in the modding channel on the terra invicta discord.
Droll 12 Jul @ 2:34am 
Ok so customizing the mod a bit, I made the faron a double horizontal slot and now the second anti-ship weapon has become the faron heavy gun instead of the railgun mk3,

The problem now is I've already researched the PDC tech and the layered arrays are still using 30mm ACs as PD.
Droll 12 Jul @ 1:57am 
@Razorback Is it possible to make is so that unlocking the weapons makes them upgrade the station defence modules?

I think I've customised the mod to make it work for ground base defence modules, but station defence modules are still equipping 30mm and mk3 railguns whereas I want them to get the PDCs and stillettos.
marcelhdhd 14 Jun @ 4:43am 
Second thought which zeroepicseven said:

You need to:
1. Unsubscribe from the Mod in Steam
Those are deleted from
.\steamapps\workshop\content\1176470\<mod-id>

2. Remove the Mod from your Terra Invicta Installation
Remove the correct
.\steamapps\common\Terra Invicta\Mods\<Enabled or Disabled>\<mod-name>
marcelhdhd 14 Jun @ 4:38am 
OMG I HAD THE SAME ISSUE
wasn't very helping of my logfile to also blame you, like zeroepicseven said

But while carefully analyzing the whole log File, I found that your suspicion is in fact correct.
The culprit was another Mod called "No Control Space Asset"

Works now, hope this helps someone else
Razorback  [author] 6 Jun @ 7:26am 
@zeroepicseven

I think the issue is just that you seem to be using outdated or potentially borken versions of cheat menu(seen as it says its deprecated in the game). Try running it with only with the expanse weapons mod and see if that works.

The only other possible problem is that the unity mod manager installation is messed up so you could try vertifying terra invicta game files in steam and then reinstall unity mod manager.
zeroepicseven 5 Jun @ 6:37pm 
I deleted all the other mods and reinstalled it, but it keeps crashing.

[Manager] Reading file 'D:\SteamLibrary\steamapps\common\Terra Invicta\Mods/Enabled\Expanse Weapons Mod\ModInfo.json'.
[Manager] [Error] Id is null.
zeroepicseven 5 Jun @ 6:22pm 
This is what I found



Manager] Starting.
[Manager] Parsing mods.
[Manager] Reading file 'D:\SteamLibrary\steamapps\common\Terra Invicta\Mods/Enabled\CheatMenu - DEPRECATED\ModInfo.json'.
[Manager] [Error] Id is null.
[Manager] Reading file 'D:\SteamLibrary\steamapps\common\Terra Invicta\Mods/Enabled\Expanse Weapons Mod\ModInfo.json'.
[Manager] [Error] Id is null.
[Manager] Reading file 'D:\SteamLibrary\steamapps\common\Terra Invicta\Mods/Enabled\Universe Bounty\ModInfo.json'.
[Manager] Sorting mods.
[Manager] Loading mods.
[Universe Bounty] Version '2.1.0'. Loading.
[Universe Bounty] Active.
[Universe Bounty] Loading time 0,07 s.
[Manager] FINISH. SUCCESSFUL LOADED 1/3 MODS.
Razorback  [author] 5 Jun @ 6:29am 
@zeroepicseven you are able to unlock the weapons through the tech "21st Century Missiles,21st Century Railguns" etc. Most of the tech for the mod starts with the name "21st Century" apart from the protomolecule technology tech which is used to unlock protomolecule batteries

As for the issue with Universe Bounty I am not sure what could be the issue, I did use it along with the ship mod i recently released to test stuff though it is hard to tell what is causing the issue without a log.

The log can be found in "C:\Users\<user name>\AppData\LocalLow\Pavonis Interactive\TerraInvicta" and it is the file "Player.log". The best place to put it will be this https://discord.com/channels/462769550841348126/1313187686793871494/1313187686793871494 post on the modding forum on the main terra invicta discord. If you can't do that then just scroll to the bottom of the player log file and paste what the crash error says here.
zeroepicseven 4 Jun @ 3:28pm 
In Universe Bounty I get an error with this mod. Do you know what it could be?
zeroepicseven 4 Jun @ 2:59pm 
Hi, could you tell me how to unlock them? I installed the mod, but the techs don't appear in either a current game or a new one. What are the techs called?
Razorback  [author] 30 May @ 10:32am 
I have finished and uploaded initial release of the Expanse ships mod. At the moment it only has ships from the MCRN navy however I plan on adding the UNN and OPA/Free Navy fleets in a later date.

I also plan on adding more weapons such as the Amun-Ra's railgun as well as the Leonidas railgun in order to accomodate those ships.
Razorback  [author] 15 May @ 5:14am 
@Skittles

Thanks for the feedback, personally in terms of railguns it is mainly for the cool factor as i tried to have the hammerlock range with railguns rounds almost hitting at a target if it enters a certain distance which is why i chose to make it that fast.

As for nose mounted weapons, I already have a nose mounted torpedo launcher however I do plan on adding different railguns like the armun ra or roci railgun but it will come in a later update
Skittles 14 May @ 2:56pm 
I dont know if you want to balance the railguns around realism or rule of cool but muzzle velocity of 80kps+ is probably not feasible.

out of curiosity i did some research what the railguns from the expanse would look like performance wise:

in the show the Roci fires a 1kg tungsten projectile at ~10kps wich would result in 50mj kinetic damage, which would be underwhelming to say the least.
if upscaled to vanilla size and then applying the vanilla scaling of 20% increase in muzzle velocity per slot, would result in something like this for the two slot railgun:

Damage/Kinetic Energy: 1512 MJ
Muzzle Velocity: 12 KPS
Projectile Mass: 21 kg

four slot would be a 20% increase again with a much larger projectile.

the laconian railguns on the ring station had muzzle velocities between 30-50 kps (with the use of space magic) according to the wiki.

also, are you planning on adding Spinal mount weapons?
Razorback  [author] 13 May @ 3:40am 
@Skittles

Thanks for the feedback, I will take that into consideration for the next balance update. I am glad you are enjoying the mod
Razorback  [author] 13 May @ 3:38am 
@mrhale28
if that still doesnt work then I think the issue is probably related to the heat storage on the heatsinks so i will probably look into adding new heatsinks for the next update
Razorback  [author] 13 May @ 3:37am 
@mrhale28

You should have the radiators extended and that makes it so that the railguns are able to fire. I did add new batteries with greater capacity to make it so you should be able to fire the railguns without needing to have the radiator extracted.
mrhale28 12 May @ 11:47pm 
Question regarding the railguns. i understand they require a large battery supply to fire but even with sufficient batteries i don't see the railguns firing is this a bug or am i doing something wrong?
Skittles 12 May @ 1:06pm 
okay, i actually rushed the weapons, managed to try out the PDC's so far, they are very fun to use but also quite strong.
i like the limited amount of ammo they carry as that seems to balance them out somewhat.
muzzle velocity of 4-5kps is pretty high for a conventional gun, realistically the vanilla 40mm already borders on whats possible with conventional propellants.

but maybe the expanse PDC have a multi stage propellant or are rail assisted, who knows :)

-The UNN missle seems to be better than the MCRN one in every regard (purely from reading the stats, have not tested them in combat yet)

maybe they could be balanced in a such a way that the MCRN torpedos are just better in every way but with way less magazine capacity, that would fall in line with the in universe doctrine of the UNN: older/outdated tech but much more of it.

great mod so far!
Razorback  [author] 10 May @ 5:51am 
@Skittles
Thanks for the feedback with the mod glad you like the models.
I tried to keep it balanced, however they might be a bit OP in some cases, though they also require a decently big investment research wise.

I think you should be fine adding them to an in progress save (as long as its 0.42+) and it should not cause any issues, the main problems would come from removing the mod.

You can always backup your save incase you encounter any issues
Skittles 10 May @ 5:27am 
these look gorgeous!
how are they balance wise?
can they be added to an in progress campaign?
Razorback  [author] 7 May @ 5:03am 
@The rach
Yep , it will be part of 2 mods, the expanse ships mod and then a ship modding framework. That way in terms of code adding a ship is one line (unless you want to have custom weapon locations) the only tricky bit is going to be setting up in unity which I plan on making a guide for .

Also the framework is going to be open source so people should be able to fork it as they wish
The Rach 6 May @ 5:08pm 
@Razorback wat, you telling me we're about to see the first ever custom ships arrive in Terra Invicta? And you're sharing the secret recipe!? This is wonderful
Razorback  [author] 6 May @ 8:35am 
as for the ships mod, i am almost done with it i just need to do some balancing and testing as well as write up the guide for how to add custom ships to the ship modding framework
Razorback  [author] 6 May @ 8:35am 
New update !

Changes:

Balance changes
*increased pdcs range and ammo count but reduced muzzle velocity
*decrased cost of getting the gun materials
*increased railgun cooldown and range and efficiency
*decreased railgun mass in order to try to make it consume less power
*increased torpedo speed
*buffed MCRN torpedo,UNN torpedo and belter torpedo rack acceleration and delta V

Additions
*Added Nose mounted torpedo launcher
*New railgun bullet trail effect making it more accurate to the expanse
*Added new battery along with its needed projects
*Added protomolecule research
perl 10 Apr @ 2:41pm 
This is by far the best mod in this game so far. Keep up the good work!
Agent_Orange 7 Apr @ 12:25pm 
those previews look very good, bro is singlehandedly carrying TI workshop
Twisthead 3 Apr @ 5:51am 
Nice sounds good
Razorback  [author] 3 Apr @ 4:03am 
@Twisthead

thanks for the kind words, yeah at the moment i am working on a new update with some balance changes and some new content. At the moment i have been working on updating the railgun effect to make it more accurate to the expanse. you can see some WIP images as well as some WIP images from the expanse ships mod below

https://imgur.com/xXCGi7s (expanse weapons mod bullet effect)
https://imgur.com/Nc1dE48 (expanse ships mod ship)
https://imgur.com/Rtrd6A2 (expanse ships mod ships with thruster effects)
Twisthead 3 Apr @ 3:51am 
Thank you very much for the feedback and tips. If you (@Razorback) say you're currently working on revising it yourself, I'll wait patiently. Thank you very much for your work as a modder. I think mods like yours make games truly interesting, especially when they fit the setting like your mod does.
Razorback  [author] 3 Apr @ 1:59am 
@Twisthead

the way that the weapon calculates the energy cost is "0.5 * ammo_mass * ((muzzle_velocity * 1000)^2 * 1E-09f"

you can edit the TIMagneticWeapons template on the mod folder to change the values of the railgun to what you want it to be. I am currently working on a patch for railguns as well as some balance changes for other weapons. But you can also modify the json file to suite your liking as well
asaxander740 3 Apr @ 1:50am 
Sure thing. The Weapon data is in the mod folder of the game. You can find the data here. /Steam/steamapps/common/Terra Invicta/Mods/Enabled/Expanse Weapons Mod. Go to the Magnetic gun template .JSON. You can find the weapon stats in there. I recmend boosting the range of the railguns by about 400-600 km. Have fun!
Twisthead 2 Apr @ 7:15am 
@asaxander740

Could you maybe explain how you did it i would like to play in the near future this cool mod?
asaxander740 1 Apr @ 5:11pm 
My Rail guns actually got to do stuff. Power consumption was fine and TBF I did have it on fast speed when I did the test battle. Increasing the range was definitely helped.
asaxander740 1 Apr @ 5:10pm 
So... It worked
asaxander740 1 Apr @ 5:06pm 
Im messing with the files to see if I can get the weapons to do what I want them to do. Specificly I increased the range of the rail guns.
asaxander740 27 Mar @ 5:43pm 
Sweet
Razorback  [author] 25 Mar @ 6:23am 
@asaxander

i will definetly look into buffing the PDCs. at the moment I have been focusing on the expanse ships mod( i finally got custom ships to work in game ) but I will focus back on the expanse weapons mod again once its near completion
asaxander740 24 Mar @ 3:49pm 
Sounds good, speaking of the mod what do you think about changing the ammo count for the PDC's? I think 1.5k or 1000 would be a good buff.
Razorback  [author] 19 Mar @ 5:54am 
@asaxander740

Personally I agree as well, I feel like thats the best solution without nerfing railguns by making them have a longer reload time
asaxander740 19 Mar @ 1:48am 
I think the best solution to make the Railguns work would be to add a Battery that can store enough energy for multiple shots. That would allow them to be more practical in the game.
Razorback  [author] 16 Mar @ 12:57pm 
@Psycholess's

Thanks so much for your feedback on the mod. I will definitely keep in mind for the next update. As for the range on the railguns, my through process when choosing the range was that I wanted to make the railguns act like the expanse with the hammer lock range making them have an effective range less than torpedos but more than pdcs.

As for your balance suggestion of the PDCs and torpedos, I personally Agree with you and will be implemented your suggestions on the next patch for the mod where I would also look into implementing nose weapons.

I dont have a timeline for when the next patch/update will be as ideally if i can i would like to have it out at a similar time for when i figure out how to do custom ships models which i made a decent amount of progress in, getting it to work on the ship editor. However I am still having crashes in different areas.

I am glad you enjoyed the mod and once again thanks for the feedback , I really appreciate it !
Psycholess's 16 Mar @ 7:50am 
Part 2

Railguns – I think they are on point, even more their velocity, and imho is how all railguns in the game should work. Yet the game translate that velocity into more battery cost. Yet they can shotted without having 180+GJ battery stored, idk why. One thing is they have lower range compared to vanilla railguns of the same size. They could at least have 10% more range than they counterparts since they are later tech.

Lastly i hope you can port some of the guns to the nose weapons too. Like the Rocinante fixed railgun.
Psycholess's 16 Mar @ 7:49am 
Hi! Nice mod. And some observations and suggestions:

PDC’s – They can be very good if applyed numbers, i think the AI don't know how handle them well, because they fire projectiles fast as coil guns ones, but in big numbers. Maybe tone down their velocity to be just 10%-20% faster instead of 2x faster, so to keep the balance. But keeping the fire rate, range etc.

Torpedoes – They behave pretty much like the vanilla ones, but with a bigger DeltaV, being nuclear but without blast area damage. Considering they are supposed to be a later tech, missiles that use epstain similar propulsion, they could at least have bigger acceleration than the vanilla ones, something like 30g-40g and the blast area damage really should be implemented since they are nuclear, more damage and lastly more ammunition. Otherwise there are better options in the game already – like the sidewinder shaped nuclear missile.
Razorback  [author] 5 Feb @ 4:44am 
@Flarind

Thanks for the feedback. One thing you can do at the moment to make them be able to shoot more than one shot is to keep the radiator extended. Though I will try to buff the rail guns so they consume less energy per shot in the next patch.

One idea that I am considering is adding some new battery , heat sink and also potentially some new armour modules to the mod. To help fix this issue.
Flarind 5 Feb @ 12:29am 
Bro these railguns require more than 180GJ energy in battery just for a single shoot!
even i equip my battleship with 4 alien battery they will be depleted within one second and they require 10 min to charge for another round. How can someone use these kinds of single-use gigantic cannons to defeat those alien who are superior in numbers???:steamsad:

thats sucks :(
Razorback  [author] 31 Jan @ 5:06am 
@tankHunt3r theoretically I think it should be fine, the main problem is with removing it.

Though I am not 100% sure so I would recommend you to backup the save file before trying to add the mod
tankHUnt3r 30 Jan @ 4:19pm 
Hey, is this remotely safe to add mid game? I have Epstein drives from a different mod and saw this pop up, making me really want to add them to my current play through. I haven't tried adding mods mid game, let alone a tech introducing mod, so am unsure as to the safety in doing so.