Master of Orion

Master of Orion

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Shield Variants
   
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17 Sep, 2017 @ 8:32am
17 Sep, 2017 @ 9:02am
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Shield Variants

Description
Building on the mod by Sunshine and Happiness i added different kinds of shields to make for a bit more variety. Currently it only adds all the different shields when you unlock the correlating tech. I may change this to add research fields so the more powerful shields become available only after additional research.

it adds
light shields (3/4 cost, half size and shield strength) - from Sunshine
heavy shields (3x cost, double size and strength) - from Sunshine
fast recharge shields (3x cost, double size, half recharge timer (this time reduces even more at higher tech shields), double shield regeneration)
hardened shields (3x cost, double size, double damage absorbtion)
hyper shields (6x cost plus gets more expensive for bigger ships, triple size, combines all of the above minus light shields)

Some of you may recognize the shield types - yes i stole shamelessly from missonforce:cyberstorm 2 :D

I realize the shields may be unbalanced (especially the hyper shield though the cost can become prohibitive for bigger ships) - please describe your experience in the comments

If anyone knows how to make the AI not use the hyper shields all the time please tell since it actually weakens late game if you play aggressively (the hyper shield adds about 200% to the cost of a titan...).

I tried using the assets provided by Sunshine and Happiness (e.g. differently colored shield icons) but can't confirm if it's working for everyone. Color coding was done according to shield strength (double strength - red, half strength green)

I'd like to have distinct colors for each type but my skills in that direction are nonexistent :(

This should also work with the 5X mod as i added class xii variants.

EDIT: I made a new mod which stops the AI from using the shields (it was pretty stupid about it unfortunately). You get a new Racial Pick that lets you access the research fields that give you the shield variants.
https://steamproxy.net/sharedfiles/filedetails/?id=1555528251
8 Comments
Cend  [author] 3 Nov, 2018 @ 7:30am 
Ok i made another mod with tech tree and a race pick to access those research fields (gets rid of the AI using them stupidly).
You may want to try that one out.
https://steamproxy.net/sharedfiles/filedetails/?id=1555528251
Kurnn 2 Nov, 2018 @ 7:23pm 
Thanks for checking mr Cend!
Cend  [author] 2 Nov, 2018 @ 10:43am 
So i asked Sol about how the game selects the shields and it seems it goes simply by highest research value... which would make adding the shields to different tech fields a bad idea since it may result in the ai adding only light shield x to its ships.

I'll look into adding it to researches but i think restricting it from the AI would be the only way for them to have usable ships.
The only way i can think of doing that right now would be to add a tech as required for the non-standard shields and make it hidden plus adding it to the custom race screen as i don't know how to restrict the AI from researching something otherwise.
Kurnn 18 Aug, 2018 @ 9:01am 
Is it possible to link each shield version to a tech? That way no one can have hyper shields in the start, or mid game?

This mod really adds alot to get game. But it needs my mod or scounts and factories cant move lol.
Cend  [author] 24 May, 2018 @ 9:36am 
Haven't found a way to do that - computer always takes the shield with the highest defense value no matter what i do.
Kurnn 16 Apr, 2018 @ 2:28pm 
Spud helped me do a mod that increases the space for scouts and space factories, so they had room for a drive. So thats fixed.

Yeah, the Hyper shields really should come very late in the tech! And it seams the AI always take these even if they barely get any room for weapons heh. Is it possible to tell the AI how to build ships? Like use max 30% for a shield?
Cend  [author] 25 Feb, 2018 @ 11:49am 
Sorry i don't know where the upgrade priorities are set so i can't actually do anything about that.

What i wanted to do originally was to have mods for shields just like you have for weapons but this is unfortunately impossible (SpudDastardly confirmed this) and research those mods later on.

Sure i could move Hyper Shields to later techs but i'd like some more comments on this from others before just changing it around.
Kurnn 14 Dec, 2017 @ 5:21pm 
Hiya!

Thanks for this mod! Its been working, but there seams to be a few bugs.
1. It upgrades all ships to max shield, even if there is no room for anything else....INCLUDING A Drive! Lol, my scout refused to move after upgradring.

Is it possible to default att shield to normal? And then let AI update from there?

Is it possible to remove the Hyper shield? And make it so you research it late in the game?

Thanks!