View Full Version : emissive shields
tja
May 9th, 2003, 06:39 PM
I try to create an "emissive shield generator". All I'd need would be something like
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Emissive Shield
Value1 = Damage shields must take before actually losing shields.
Value2 = [Y/N] if Value1 has been exceeded shall the full damage hit the shields? </pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">in Abilities.txt.
Example for such a component:
Emissive Shield with Value1 = 100 would mean that any damage afflicted below 100 would do nothing.
A damage of say 123 would create damage to the shields. Depending on Value2 that damage would amount to either 23 or the full 123.
However, none such ability exists in SEIV. http://forum.shrapnelgames.com/images/icons/icon9.gif
So the big questions: can a similar effect be modded? Can the Malfadorians be convinced to implement this feature?
http://forum.shrapnelgames.com/images/icons/icon6.gif
oleg
May 9th, 2003, 06:43 PM
The closest you can get is "harmonic shield" as in P&N - combine shield generator and crystalline armor in one component. Well, may add shield regenerator ability as well.
[ May 09, 2003, 17:44: Message edited by: oleg ]
Fyron
May 9th, 2003, 07:10 PM
You can not add abilities to Abilities.txt. It is a reference file, nothing more. Well, you can add all you want to the file, but any additions have no affect.
tja
May 9th, 2003, 07:41 PM
Originally posted by oleg:
The closest you can get is "harmonic shield" as in P&N - combine shield generator and crystalline armor in one component. Well, may add shield regenerator ability as well.<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, but I've seen that in another thread. But obviously it is still quite different from what I'd like to achieve. That's why I put my question here - to see if someone has a good idea how it can be simulated.
Ed Kolis
May 9th, 2003, 11:28 PM
For my Emissive Shield, I just created a non-hit-first component with the Emissive Armor ability - it didn't reduce damage until the shields were depleted, sure, but you can always explain that away by saying the emissive shields are located inside the radius of the regular shields http://forum.shrapnelgames.com/images/icons/icon10.gif
StarBaseSweeper
May 10th, 2003, 04:35 AM
Maybe by having a shield component of, let's say 100 points.
Then having "create shield from damage" of let's say 10 (~"emissive value"), mays the debavior would be:
fist hit, 5 damage -> take 5 damage, regenerate 5 shield from damage -> loose nothing.
second hit, 15 damage -> take 15 damage, regenerate 10, so took only 5, kind of like emissive armor (no?)
EDIT: now thinking about it, maybe the damage needs to actually hit the component to be generated, not the shield. In that case everything is wrong.
Moreover I was wrong to say the component would be destroyed after shield is off.
EDIT: maybe you could do an armore with emissive shield (instead of just emissive shield).
Like a big armore, 200 structure, that generate 20 shields, and creat 20 shields from damage.
But I guess it is not what you wanted http://forum.shrapnelgames.com/images/icons/tongue.gif
Normally cannot generate shield more than damage taken, so it is basically same as emissive.
But if 10 shield point left only, take 11 damage, then I am not sure as component destroy, don't know if regenerate shield or not. So not exactly the same, but maybe close enough.
I speak without having actually tested, so maybe i am off completely.
[ May 10, 2003, 03:53: Message edited by: StarBaseSweeper ]
tja
May 10th, 2003, 09:53 AM
For my Emissive Shield, I just created a non-hit-first component with the Emissive Armor ability<font size="2" face="Verdana, Helvetica, sans-serif">I did that but the effect just doestn't look nice. After all its just another kind of armor - not shield.
@StarBaseSweeper: "create shield from damage" is not an option since - as you corrected yourself correctly - a component must take damage.
Your armor idea is nice, but not what I am looking for. Because it'd still mean that a component has to take damage.
Could I perhaps use the amount of damage to the shields?
StarBaseSweeper
May 10th, 2003, 12:24 PM
In the same Category, another question.
Does a component having Armor regeneration ability but not Armor ability actually regenerate the armor?
Thanks again
Baron Munchausen
May 10th, 2003, 04:47 PM
This is just 'threshold' damage, like shields in MOO 2. No, there's no way to do it in SE IV right now. I've requested it before. MM is currently fairly busy with Starfury right now anyway. But it doesn't hurt to send in a request to let him know you want it. It's more likely to be included in SE V than added to SE IV at this point, though.
Baron Munchausen
May 10th, 2003, 04:48 PM
Originally posted by StarBaseSweeper:
In the same Category, another question.
Does a component having Armor regeneration ability but not Armor ability actually regenerate the armor?
Thanks again<font size="2" face="Verdana, Helvetica, sans-serif">Yes. In fact, you can give hulls the ability in Vehiclesize.txt and they will add their regenerate level to armor that also has the ability.
Fyron
May 10th, 2003, 09:13 PM
In 1.49, regenerating components can only regenerate copies of themselves (OA I doesn't regenerate OA II). But in Gold, as BM pointed out, they can regenerate any component on the ship with the regenerate ability. I forget if it needs a value1 of at least 1, or if giving it the regen ability with a 0 value will allow it to be regenerated.
Spoo
May 13th, 2003, 06:24 AM
If a shield generator has the the "regenerate" ability, will it be at full strength when it regenrates?
Fyron
May 13th, 2003, 06:40 AM
I would assume not, as shields are only "generated" at the beginning of combat.
StarBaseSweeper
May 13th, 2003, 07:03 AM
Imperator Fyron,
When I look at your Adamant Mod, it gives my mind several twitch:
- For the magnetic shield, what is the intention? That the shield is low, then is out, then when coponent is damaged shield come back?
- In your web site about modding, you write that the required and restricted trait are not working options but you seem to use them in the adamant mod. is it working now?
Thank you.
The adamant mod seems very original, but I have only stratch the surface.
Fyron
May 13th, 2003, 07:47 AM
Magnetic Screens are low-tech shields that can be discovered in ruins, and require no physics. Once you develop normal shields, they are useless.
All shielding is leaky. This means that it blocks some damage from each shot, but not all. This is why shields have low strengths and high shields from damage abilities.
Required and restricted traits do not work. They do not cause any problems when used. So, I added those lines that just in case a patch makes them work, the restrictions will take place immediately without needing a mod update.
[ May 13, 2003, 06:48: Message edited by: Imperator Fyron ]
StarBaseSweeper
May 13th, 2003, 08:27 AM
But isn't it a problem that all shield adds-up ?
It means that if you have a lot of low shield component, the sum will still be not so little, and so the hit will be completely absorbed by shield at the beginning ?
Once the shield is 0, new shield will be generated only if hit touch shield component, but not if touch anything else. So in that case 100% of hit touch ship component.
It seems different from "leaky shields: shield absorbs 50% of damage" ?
Is it the way around to best simulate effect or am I missing something important?
EDIT: maybe the shield generator should be set having armor ability ?
[ May 13, 2003, 07:28: Message edited by: StarBaseSweeper ]
Fyron
May 13th, 2003, 08:31 AM
The initial strength of the shields does not Last very long.
No, shields are generated when any component is hit, not just the shields.
It seems different from "leaky shields: shield absorbs 50% of damage" ?
Is it the way around to best simulate effect or am I missing something important?<font size="2" face="Verdana, Helvetica, sans-serif">Well that description is a simplification. How much damage can be absorbed depends on how many shields you have, how much armor you have, how much damage your enemy's weapons do per shot, etc.
Giving shield generators the Armor ability would defeat their purpose.
[ May 13, 2003, 07:33: Message edited by: Imperator Fyron ]
StarBaseSweeper
May 13th, 2003, 09:41 AM
You mean that if a component have the ability "Create Shield per damage" (or the like, forgot real name), it will create Shield if ANY other component is hit?
So having a component:
size=1kt
struct=1kt
Create shield per damage=3000
It would generate shield each time a shoot hit nehind the shield?
Then your idea is better than I first understood, much better.
Fyron
May 13th, 2003, 10:05 AM
Yes, it would. And it isn't my idea, it is that of Kwok and SJ (IIRC, anyways). http://forum.shrapnelgames.com/images/icons/icon7.gif
StarBaseSweeper
May 13th, 2003, 11:04 AM
Then Kwok and SJ idea is better than I first Thought. EDIT: http://forum.shrapnelgames.com/images/icons/icon12.gif
I have been mislead by wrong though of the ability.
I will exploit this now.
[ May 13, 2003, 10:08: Message edited by: StarBaseSweeper ]
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