Shield Generators


Adds turret shields and shield generators for civil structures.

Content
3 months ago
1.1 - 2.0
32.9K
Combat

g Adjusting Strength

7 months ago

Hey, great mod. I'm playing with some very strong biter mods and the shields aren't really doing a whole lot even with max evolution. The mod has various settings but I'm unsure which to tweak to improve the shields to a reasonable level, can you help suggest? Does placing multiple shield generators have any role to play here?

7 months ago
(updated 7 months ago)

Placing multiple shield generators does balance load among them, but only for newly placed entities (when you build an entity in proximity of multiple shield generators, generator with least entities attached to it takes built entity under its protection).

As for tweaking shields strength i didn't put much settings in but i may add some

7 months ago

Just say what kind of settings you want to tweak

7 months ago
(updated 7 months ago)

Just say what kind of settings you want to tweak

I want shields to protect the turrets/entities under shields better from very high damage attacks. So settings that facilitate that is what I'm looking for, kind of like a scaling factor for protection added by shields. Maybe you have already exposed something like this and I just don't know how to use it? If so any guidance there would be appreciated.

7 months ago

You can change "Hitpoints per second of turret shields" to bump shield regeneration rate, as well as pause between starting faster shield regeneration and it reaching maximum speed.

Unfortunately, code has became unmanageable mess over time because of my (stupid) decision to code it without using OOP constructs just to squeeze more performance out of it, so i can't provide any more meaningful options to play around until i rewrite most of the mod to address this technical debt.

7 months ago

Thank you, will try that out with different settings and see if I can find a usable setting for my biter difficulty, thanks for the reply! AI can likely do a lot of the code refactoring leg work for you ;)

7 months ago
(updated 7 months ago)

Tried it out but not having any luck here. E.g a spitter has an acid attack with a splash damage effect as:
Duration 9 seconds
Damage 1.76k/s + 17k/s Acid (a quality biter mod)
2.94 + 2.82k AOE

Mod settings: Hitpoints per second of turret shields: 5000000

1 single acid attack immediately destroys the turret with these settings. I keep raising it and observe no change in the survivability of the turret. So I'm certainly missing something here.

What do the different colored bars mean by the way?

7 months ago
(updated 7 months ago)

I had more success trying with the shield generator building/setting and got it to offer more protection with only 2k value. So I think the issue might be related to shield capacity more so than recharge rate as I think that building provides a higher capacity but details are thin in the mod description so not sure on specific mechanics.

7 months ago
(updated 7 months ago)

I'll probably just fork the mod for my own use and add some changes to facilitate my needs, perhaps a shield max_health multiplier setting. Trying code changes now...

7 months ago
(updated 7 months ago)

Shield generators were never meant to be used against these strong enemies lmao, yeah, you are currently better off with modifying mod code manually, but it is so convoluted you might miss some edge cases and make mod misbehave.

I will provide more settings once i stitch up codebase to use OOP constructs, but no promises on ETA.

7 months ago

Yeah, leaning heavily on AI to analyze and protect me from what I don't know in your logic lol

7 months ago

Got it all working without too much fuss, will see what edge cases I run into lol.

4 months ago

I added config option for adjusting shield capacity, you can try it out

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