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-   -   Massive planetary shields (http://forum.shrapnelgames.com/showthread.php?t=2680)

Marty Ward April 10th, 2001 03:52 AM

Re: Massive planetary shields
 
Aussie,
Add the ability Phased Shield Generation to the facility. Value 1 is the amount of shielding. Value 2 is 0

Aussie Gamer April 10th, 2001 04:04 AM

Re: Massive planetary shields
 
"Planet - Shield Generation"
That is the term/ ability used for the massive shield generators, and now my planetry generators.

There is no Planet- Phased Shield generation.

So are you just making a shield for the building only?

Marty Ward April 10th, 2001 04:16 AM

Re: Massive planetary shields
 
There is an ability Phased Shield Generation. It may be able to be used as a facility ability.

Well that ability doesn't seem to do the job but it does give a well protected building.

SJ will just have to give up his secret http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

[This message has been edited by Marty Ward (edited 10 April 2001).]

[This message has been edited by Marty Ward (edited 10 April 2001).]

dogscoff April 10th, 2001 03:12 PM

Re: Massive planetary shields
 
I know it would require hard-code but...

what would make planetary shilding really worthwhile would be if it extended a few squares into the combat map so you could hide ships behind it.

Just a thought.

------------------
There is an exception to every rule. Including this one.

Suicide Junkie April 10th, 2001 06:48 PM

Re: Massive planetary shields
 
With the component's "phased shield generation" ability, the shields work at least as well as normal shields. I haven't managed to be attacked with a PPB ship, but since the shields do go to the entire planet, It should.

I built a MPSG, and noticed how crappy it was, so I changed the text file & reloaded the game. During this attack, the "phased shield generation" protected the planet. Shots would just dissappear into the planet's shield, without exploding http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Oh, no! I just remembered. The latest Version of the game may not work this way.
I haven't gotten patched lately (Although I don't see why he would reduce the flexibility of abilities?!?)
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What I did for the multiple tech levels, was have MPSG 1 to 3, and they all require MPSG tech, plus shield tech levels, 3, 6, & 9, respectively.
MPSG I: 20k
MPSG II: 50k
MPSG III:75k phased.
I am also going to allow people who max out shield tech to research an alternate MPSGs tech area, which will be less efficient.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Also I don't think that hey would stop troops landing<HR></BLOCKQUOTE>
Neither do I, but I havent tested that.
The defence against troops landing is to blow the transports out of the sky before they arrive http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Even the most heavily armored transport (in my mod) will only have 3k Hitpoints at best, so, with a stack of weapon platforms, you should be able to crush one or two. Adding penetrating weapons and Massive-Mount repulsor beams will help tremendously in this endeavour. Cripple their movement with engine diruptors, and fling them across the map http://www.shrapnelgames.com/ubb/images/icons/icon7.gif


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