[Help] research shields

I'm currently working on a mod to diversitize the three races far far more then they currently are. The biggest thing im working on right now for tech is the fact that they have no shields. However as a teir 7 tech i want them to be able to put weak shields on their ships. How would i go about doing this?
I think i have a vauge idea but im not really sure...
5,153 views 6 replies
Reply #1 Top
Current research works on percentages, and I don't think it's possible to research a flat shield addition.

You should be able to make a research subject for an ability that adds x amount of shields for whatever ships that have the ability, though. It's a pretty decent workaround, although that counts against your limit of 4 abilities for ships/structures.
Reply #2 Top
Put negligible shields on them -- say 1 shields. Then have a 10000% increase in shielding as the "base step" and they get 101 shields. That work? (And yes, its a cludge -- I bet theres a better way but I don't know it)
Reply #3 Top
That should work, but the side effect should be that even at 1 shield hp, the mitigation mechanic will kick in - unless of course you take it out, but then adding shields becomes less meaningful if there's no mitigation.
Reply #4 Top
Just to throw in another idea, you could play around with Abilities. I can't suggest much more than that, as I search for what I need when I need it. But there is quite a selection of Ability/Buff effects to choose from, maybe one could achieve what you need, as these can be activated by research. Good luck, and sorry I can't be of more help.
Reply #5 Top
I'm not sure if you can add shields as an ability if a unit does not already have them.. but I would definitely suggest adding the shielding as an ability.

You might consider basing them off of the Kol battleship's adaptive shields, but either always on or similarly toggleable. It adds a shield mesh and decreases the effectiveness of incoming fire.

You will likely have to play around with abilities to make sure ships don't have more than three... but you could also add the ability only to certain ships.

Also, no shields, equalling no mitigation, means TEC will be at a disadvantage when fighting the other races, health, armor, and shields being equal.

If you don't want to go ability the 1 shield point approach should work too...
Reply #6 Top
I'm not sure if you can add shields as an ability if a unit does not already have them.. but I would definitely suggest adding the shielding as an ability.You might consider basing them off of the Kol battleship's adaptive shields, but either always on or similarly toggleable. It adds a shield mesh and decreases the effectiveness of incoming fire.You will likely have to play around with abilities to make sure ships don't have more than three... but you could also add the ability only to certain ships.Also, no shields, equalling no mitigation, means TEC will be at a disadvantage when fighting the other races, health, armor, and shields being equal. If you don't want to go ability the 1 shield point approach should work too...
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Both seem rather unfavorable but ill test around and see how it all goes. Problem is i still have shielding on capital ships though now i might change that. And no worries about TEC they have their own very large combat advantages through research and even off the bat. (so far seeing as im about 85% done modding them) When i play them to test the modding out a group of about 10 light frigs can kill most enemy capital ships (of course i would lose a frig or three)