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Massive planetary shields
Has anybody else noticed how badly planetary shields suck?
I modded mine to have 10K hitpoints, and they still got trashed quickly. I had an enemy force of 4 LCs, 2 of which were cripples, having organic tech lev 4, and they did 2K damage in three turns before I had my massive defence fleet finish them off. So, I added two more levels, giving 50K, & 75K. BTW, do planetary shields block phased weapons normally? |
Re: Massive planetary shields
Don't even bother with the Planetary Shield Gen... You can defend the planet much more effectively if you put one or two shields on your weapon platforms http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Massive planetary shields
Don't forget that they are NORMAL shields, no good against phased weapons!!!
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Re: Massive planetary shields
I know that the planetary shields are worthless junk right now.
What I'm trying to do here is to make the planetary shields worthwhile. So, what I did, was boost the PS I to 10K shields, and add a PS II, @ 50K shields, and a PS III, which has 75,000 phased shields. Those high level shields are budget busters, though, as 500,000 minerals will take decades to build. What you'll have to do is build and upgrade a PS I in order to finish in a reasonable abount of time http://www.shrapnelgames.com/ubb/images/icons/icon7.gif The 10K shield will withstand a moderate amount of punishment, and you can then devote the weapon platforms entirely to big weapons. Also, all the shields have to be gone before even the first platform gets destroyed, so your firepower dosen't diminish. Note: all those numbers are flexible ... I'll probably end up dropping the price of the higher level shields, and boosting the strength of the PS 1 (maybe double?). [This message has been edited by suicide_junkie (edited 09 April 2001).] |
Re: Massive planetary shields
Well, I have made shields have 20000 points and they are worth the trouble. Of course, you will use them on large and important planets where they will protect your WP-s while they shoot the enemy. That way the large planets can hold very long time against very large fleets. Of course, the 2000 points of protection is way too low, so if you don't mod them they are worthless.
There is something even better - AI from TDM pack will use these shields as well (you are on even terms). |
Re: Massive planetary shields
I was unable to change the shields from normal to phased, it's not an ability!
How did you do it SJ??? If the change can not be made they are worthless in the end game stage. |
Re: Massive planetary shields
Some of the planet sheilds are not to stop beams and such but to stop planet distorying weapons (Hmmm I'll drop troops Sir)
------------------ mottlee@gte.net "Kill em all let God sort em out" [This message has been edited by mottlee (edited 09 April 2001).] |
Re: Massive planetary shields
I also find that for the time and resources they aren't worth squat.
Is it possible to give the shields the ability to protect against both normal and phased weapons? If so it may make them more attractive with an increase in shield value too. |
Re: Massive planetary shields
Why not have differnt levels of the massive shields. I know it is one of those special techs, but could't you still add more levels for it once it's discoverd?
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Re: Massive planetary shields
That would be unfair as only one player could benefit from that change.
I made planetery shields components which were a lot smaller than the massive but again these can only be normal shields. Also I don't think that hey would stop troops landing. |
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 |
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? |
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).] |
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. |
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 -------------------------------------- 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?!?) -------------------------------------- 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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