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Sector cloaking component
I dont know if someone has done this idea before - but heres something to add to the mods going into the new patch
Sector cloaking device Name := Sector Cloaking Device I Description := Field generated within an entire sector, rendering everything within invisible. Pic Num := 247 Tonnage Space Taken := 40 Tonnage Structure := 20 Cost Minerals := 35000 Cost Organics := 0 Cost Radioactives := 15000 Vehicle Type := Base Supply Amount Used := 100 Restrictions := None General Group := Shields Family := 2800 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 4 Tech Area Req 1 := Cloaking Tech Level Req 1 := 3 Tech Area Req 2 := Shields Tech Level Req 2 := 10 Tech Area Req 3 := Physics Tech Level Req 3 := 4 Tech Area Req 4 := Stellar Manipulation Tech Level Req 4 := 6 Number of Abilities := 1 Ability 1 Type := Sector - Sight Obscuration Ability 1 Descr := Renders all vehicles and/or planets within sector invisible to normal sensors. Ability 1 Val 1 := 5 Ability 1 Val 2 := 0 Weapon Type := None Improve Hyperoptics sensor rating by +1 per level so that level III hyperoptics detects cloaked sectors. mod the defense base to include the following line Misc Ability 8 Name := Sector - Sight Obscuration Misc Ability 8 Spaces Per One := 5000 ( If you want a mod with this in it - check out the mod archive - Mod1) [This message has been edited by AJC (edited 22 October 2001).] [This message has been edited by AJC (edited 24 October 2001).] |
Re: Sector cloaking component
Thanks. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I fiddled with this a while back and the best I could get was a system to hide the planets via sensor blockers.
you say to put that some modded lines into the "defense base" where exactly is that? Here is the crap one I wrote. I used for a while, and it seemed to work. Name := Advanced System Cloaking Shield Facility Description := Finely tuned cloaking feild in an array that prevents scanning. Facility Group := Shields Facility Family := 39 Roman Numeral := 0 Restrictions := None Pic Num := 8 Cost Minerals := 15000 Cost Organics := 0 Cost Radioactives := 4000 Number of Tech Req := 1 Tech Area Req 1 := Shields Tech Level Req 1 := 10 Number of Abilities := 6 Ability 1 Type := Planet - Shield Generation Ability 1 Descr := Generates 5000 pts of shielding for the planet during combat. Ability 1 Val 1 := 5000 Ability 1 Val 2 := 0 Ability 2 Type := Cloak Level Ability 2 Descr := Prevents level 3 Active EM scans. Ability 2 Val 1 := EM Active Ability 2 Val 2 := 4 Ability 3 Type := Cloak Level Ability 3 Descr := Prevents level 3 Passive EM scans. Ability 3 Val 1 := EM Passive Ability 3 Val 2 := 4 Ability 4 Type := Cloak Level Ability 4 Descr := Prevents level 3 Psychic scans. Ability 4 Val 1 := Psychic Ability 4 Val 2 := 4 Ability 5 Type := Cloak Level Ability 5 Descr := Prevents level 3 Gravitic scans. Ability 5 Val 1 := Gravitic Ability 5 Val 2 := 4 Ability 6 Type := Cloak Level Ability 6 Descr := Prevents level 3 Temporal scans. Ability 6 Val 1 := Temporal Ability 6 Val 2 := 4 Weapon Type := None [This message has been edited by Atrocities (edited 22 October 2001).] [This message has been edited by Atrocities (edited 22 October 2001).] |
Re: Sector cloaking component
Does a planet with this "cloak level" using facility have an active cloak button when you select it? I hadn't thought to try this, but if it works at all you would have to activate the cloak just like you do for stealth armor. If it works it would be an excellent ruins tech to add to the game. That way, you'd never know when someone might have it. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I imagine that the sight obscuration one works, but it would be imposible to inactivate without scrapping the facility. That's a very expensive on/off switch... http://www.shrapnelgames.com/ubb/images/icons/icon7.gif [This message has been edited by Baron Munchausen (edited 22 October 2001).] |
Re: Sector cloaking component
this is a component, I tried it as a the facility 1st time and it wont work - not sure why. So I moved it to a BASE only component. to force the player to make a space station in the sector for this level of cloaking. I wanted to limit what vehicles it could go on - otherwise it is too powerful. The way its posted will work without changing the tech levels of the game - it also uses an existing component image.
You dont need to set it up to cloak versus different types of scans because it is actually acting like a storm that obscures the square, without the storm graphic. I set it to level 4 because my prerequisites are so high to get the technology and the top level sensors will find the cloaked sector too easily. So I modified Hyperoptics to detect level 4 cloaking - so only level 6 advanced military science gives you the ability to detect the cloaked planets. No Activation required - it is always on and it cloaks everything in the sector (single square) planet , vehicles etc.. from any race that is not you! this is better than cloaking... its more powerful because it is all the time - and not only affects your opponents - it affects allies! I am not sure what will happen if you have a partnership - it will probably display the sector with the planet and vehicles not cloaked - which is okay to a partner. Excellent idea for using it as ruins tech! Add another ability to the DEFENSE BASE Usually ability #8 ( the Last group of lines in the design of the defense base). Misc Ability 8 Name := Sector - Sight Obscuration Misc Ability 8 Spaces Per One := 5000 [This message has been edited by AJC (edited 23 October 2001).] |
Re: Sector cloaking component
QUOTE:
I am not sure what will happen if you have a partnership - it will probably display the sector with the planet and vehicles not cloaked - which is okay to a partner. /QUOTE Cloaked / obscured ships are hidden from your allies, even up to partnership levels. However, if one of your ships in the system (even the cloaked ship itself) has sufficient sensor technology on board then your ally will be able to see your ships. This is not a bug, it is a feature. No really, a feature... Feeeeee-cherrrrrr... *sigh* ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: Sector cloaking component
Sector cloaking is a great idea.
I'd prefer to see it as a Ruins tech myself. Would be a huge advantage in P&N (which I can't get to work after 2.3c by-the-by) -Jimbob |
Re: Sector cloaking component
for those of you who want to add it to your defense base - here is an example from the Abbidon. The component can be added to the game without adding tech levels - see original post.
Name := Defense Base Design Type := Defense Base Vehicle Type := Base Default Strategy := Optimal Firing Range Size Minimum Tonnage := 10 Size Maximum Tonnage := 5000 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Weapon Minimum Speed := 0 Desired Speed := 0 Majority Weapon Family Pick 1 := 34 Majority Weapon Family Pick 2 := 1 Majority Weapon Family Pick 3 := 25 Majority Weapon Family Pick 4 := 0 Majority Weapon Family Pick 5 := 0 Secondary Weapon Family Pick 1 := 35 Secondary Weapon Family Pick 2 := 0 Secondary Weapon Family Pick 3 := 0 Secondary Weapon Family Pick 4 := 0 Secondary Weapon Family Pick 5 := 0 Shields Spaces Per One := 200 Armor Spaces Per One := 1200 Majority Comp Spaces Per One := 1200 Majority Comp Ability := Weapon Secondary Comp Spaces Per One := 500 Secondary Comp Ability := Weapon Num Misc Abilities := 8 Misc Ability 1 Name := Point-Defense Misc Ability 1 Spaces Per One := 400 Misc Ability 2 Name := Quantum Reactor Misc Ability 2 Spaces Per One := 10000 Misc Ability 3 Name := Combat To Hit Defense Plus Misc Ability 3 Spaces Per One := 10000 Misc Ability 4 Name := Combat To Hit Offense Plus Misc Ability 4 Spaces Per One := 10000 Misc Ability 5 Name := Multiplex Tracking Misc Ability 5 Spaces Per One := 10000 Misc Ability 6 Name := Shield Regeneration Misc Ability 6 Spaces Per One := 800 Misc Ability 7 Name := Scanner Jammer Misc Ability 7 Spaces Per One := 10000 Misc Ability 8 Name := Sector - Sight Obscuration Misc Ability 8 Spaces Per One := 5000 |
Re: Sector cloaking component
isn't sector cloaking the same as droppin down the nebula.
Thats what I did when I wanted to obfuscate level 3 or greater ------------------ Inter arma silent leges |
Re: Sector cloaking component
minus the part about hidding the planets and all.
http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ Inter arma silent leges |
Re: Sector cloaking component
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by dogscoff:
QUOTE: Cloaked / obscured ships are hidden from your allies, even up to partnership levels. However, if one of your ships in the system (even the cloaked ship itself) has sufficient sensor technology on board then your ally will be able to see your ships. This is not a bug, it is a feature. <HR></BLOCKQUOTE> so you definately want to use care in placing my modified Hyperoptic sensors on anything with cloaked sectors in the solar system then- unless you dont care if your ally can see your planets. Note - that if you dont want the sector obscuration to be level 4 reduce it to 3 then you dont have to modify any sensors techs and any high level tech sensor will reveal hidden planets/sectors. |
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