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  #1  
Old May 10th, 2003, 04:48 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: emissive shields

Quote:
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?

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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.
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Old May 10th, 2003, 09:13 PM
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Default Re: emissive shields

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.
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Old May 13th, 2003, 06:24 AM
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Default Re: emissive shields

If a shield generator has the the "regenerate" ability, will it be at full strength when it regenrates?
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Old May 13th, 2003, 06:40 AM
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Default Re: emissive shields

I would assume not, as shields are only "generated" at the beginning of combat.
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Old May 13th, 2003, 07:03 AM
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Default Re: emissive shields

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.
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Old May 13th, 2003, 07:47 AM
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Default Re: emissive shields

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 ]
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Old May 13th, 2003, 08:27 AM
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Default Re: emissive shields

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 ]
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