So, because some aspects of the game (metal and energy being main resources) reminded me of Supreme Commander and it's ancestor Total Annihilation, I couldn't resist adding forcefield shields to the game. Here they come:
Shields
(http://s25.postimg.org/5rifhn0vj/smallshield.png)
Shields prevent any projectiles from getting through from the outside.
BehaviourOnce the shield is connected to power, it will need 17 seconds to prepare before deploying the shield field.
When the warm-up is over, the shield gains 100 shield power and continues charging up to 1000 points.
When hit, the shield will re-charge just as fast as it charged when it went first online. If the shield field is destroyed, the shield will automatically start the warm-up phase again.
Power consumptionThe requirements are following:
Warm-up | 1000 W/d |
Charge the field | 2750 W/d |
Hold the field | 1820 W/d |
Build costsThe shields does only require 80 metal, however, you'll need 500 silver to assemble the complicated electronics inside. And it takes long to build.
500 | 80 | 0 |
(http://rimworldwiki.com/images/c/c8/Silver_Icon.png) | (http://rimworldwiki.com/images/7/7d/Metal_Icon.png) | (http://rimworldwiki.com/images/2/2d/Stone_Icon.png) |
ScreenshotsAll images can be seen here (http://postimg.org/gallery/474ehblo/).
(http://s25.postimg.org/ur137n3mz/screenshot5.jpg) (http://postimg.org/image/ur137n3mz/) | (http://s25.postimg.org/uytbhw3zf/screenshot12.jpg) (http://postimg.org/image/uytbhw3zf/) | (http://s25.postimg.org/wgertg8q3/screenshot13.jpg) (http://postimg.org/image/wgertg8q3/) | (http://s25.postimg.org/pr88dfne3/screenshot15.jpg) (http://postimg.org/image/pr88dfne3/) |
Test with turrets | Last stand | It's magic proof! | ... except for lightings. |
Planned features
- Create nicer shield field visualisation
- Change ShieldField class into ThingComp implementation to allow easy use
- Better graphics. (Yes, the shield building IS modified blasting charge)
- Research project for the shield.
- ...? There was more, but I can't recall anything
Download (http://ludeon.com/forums/index.php?action=dlattach;topic=2677.0;attach=2482) - Alpha 4 update by Haplo (http://ludeon.com/forums/index.php?action=profile;u=161)
Alpha 3 version (http://u8.8u.cz/rimmods/Shields.7z)
I like. I like a lot. Works as advertised, preventing shots from entering, yet allowing shots to be fired out, as well as blocking shots that are targeting something outside the shield on the other side of it.
They also seem fairly well balanced, not posing as something overpowered. At least not from the brief test I just gave them. 4 raiders were enough to drain 3 fully charged shields in a lengthy battle.
Agreed, this is really cool.
I especially like the particle effects, and how the power requirements vary depending on the state of the shield.
This is awesome! Would you be okay if I included it with the main release?
Oh, another thing. Don't call ExposeData yourself. Instead of this
base.ExposeData();
if(shield==null)
shield = new ShieldField(base.Position);
shield.ExposeData();
//Scribe_Values.LookValue<int>(ref this.heat, "turretHeat", 0, false);
You should do this:
Scribe_Deep.LookDeep( ref shield, "shield" );
It will handle nulls for you.
You're also using two separate namespaces. Might get confusing.
And this isn't the right way to do enums:
//Status constants
//Disabled and offline
public const int DISABLED = 2;
//Warming up
public const int LOADING = 4;
//Online and gathering power
public const int CHARGING = 8;
//Charged and sustaining
public const int SUSTAINING = 16;
Instead, just make a normal enum the C# way.
public enum ShieldStatus
{
Disabled,
Loading,
Charging,
Sustaining,
}
...
if( status == ShieldStatus.Sustaining )
DoSomething();
Thanks for the notes to my code, I appreciate this a lot!
As of the scribes, I was IlSpying like hell but I couldn't find how to do this nice trick, thanks :)
One thing I didn't change are those two namespaces. I'm planning to use these random helper functions I create in my own library for my personal use, independend on plug-in.
Quote from: TynanWould you be okay if I included it with the main release?
Of course. All my mods are distrubuted under the
I don't care license. Including, modifying code, raping the code... Everything is allowed.
Thanks.
I should start asking people to ship mods with licenses. If you could include a creative commons license in the About folder that'd be good. Choose one here: http://creativecommons.org/choose/
If you include one that allows it I'll probably ship with this mod as an example. I hope you'll clean up those little code issues; others will be looking to your work as an example.
I'm not sure what am I expected to license... :D
The image? The HTML they generate?
You attach a license to the mod, including all the code and content. This license says how people are allowed to use your work (which you automatically own exclusive copyright over by default).
I updated the code, added license and fixed some glitches.
I am impressed! this is cool!
It'd be neat if the AI would attempt to cut the power to the generator they are trying to assault!
Also, does the shield use energy when it is hit or is there just the flat drain of keeping it up?
QuoteAlso, does the shield use energy when it is hit or is there just the flat drain of keeping it up?
Yes, the shield will drain more if it's reduced down from 100% power. However, there is no penalty for the hit itself - if 50% shield is hit, the power requirements will remain the same.
Can you please update this for alpha 3!
Quote from: a89a89 on May 09, 2014, 05:25:54 PM
Can you please update this for alpha 3!
*FacePalm* It is. ;)
amazing. i literally requested this feature yesterday- can't wait to try it out!!!
very very impressive. Super nice mod!
Quote from: iame6162013 on May 09, 2014, 05:32:03 PM
Quote from: a89a89 on May 09, 2014, 05:25:54 PM
Can you please update this for alpha 3!
*FacePalm* It is. ;)
Oh horribly sorry for wasting your time, but there wasent any indication that it was updated for alpha 3
Awesome Awesome Awesome!
Fantastic work on the mod. Can't wait to see what you do next.
wow this is awesome!
Well damn. I'm lost for words... this is certainly getting a download when my internet bounces back.
Nice work mate.
yup, love this mod! works amazingly!
Somehow I missed this mod, I'm totally downloading now! Thanks Darker!
You didn't miss it, Sion had a mod move it over from the tester boards.
:D cheers for that By the way...
if you could increase the strength and radius with upgrades and reserch
Or a buttons to adjust the size :)
Looks fantastic! Can people inside the shield shoot out, or at each other?
The shield works very simply, and I like it for that. Any bullet can go out, no bullet can come in.
It can very much work against you if you don't use them carefully. For example, if a bunch of tribals swarm your shooters who are inside the shield, then the tribals are in the shield...
Quote from: Austupaio on May 12, 2014, 01:28:00 AM
The shield works very simply, and I like it for that. Any bullet can go out, no bullet can come in.
It can very much work against you if you don't use them carefully. For example, if a bunch of tribals swarm your shooters who are inside the shield, then the tribals are in the shield...
Oh.... I foresee the great misery happening. Can't you have a button to turn it off? Or at least cut the powah. :)
Quote from: joshwoo69 on May 12, 2014, 08:13:22 AM
Quote from: Austupaio on May 12, 2014, 01:28:00 AM
The shield works very simply, and I like it for that. Any bullet can go out, no bullet can come in.
It can very much work against you if you don't use them carefully. For example, if a bunch of tribals swarm your shooters who are inside the shield, then the tribals are in the shield...
You could hook them up to a switch from the Power Switches mod and use that as a controller for now.
Oh.... I foresee the great misery happening. Can't you have a button to turn it off? Or at least cut the powah. :)
Yeah, it's got a power switch just like lights.
Hay! So I'm currently in love with the idea of more sci-fi items in the game, I was thinking, okay, so we can make force fields.. and that it's going to be supported in the main build, so its a thing.. then, why not Force Field Doors? You know, more expensive than electric doors, uses more power too but opens / closes faster, has a glowing effect so it doubles as a kind of a light for that entrance, it comes in Red, blue and green? So the model would be two like brackets on each side of the door frame with then a field of light between the brackets?
Quote from: Rousel on May 12, 2014, 07:01:30 PM
Hay! So I'm currently in love with the idea of more sci-fi items in the game, I was thinking, okay, so we can make force fields.. and that it's going to be supported in the main build, so its a thing.. then, why not Force Field Doors? You know, more expensive than electric doors, uses more power too but opens / closes faster, has a glowing effect so it doubles as a kind of a light for that entrance, it comes in Red, blue and green? So the model would be two like brackets on each side of the door frame with then a field of light between the brackets?
Don't find it like a force field door... more like a adv electric door :)
Force field doors would be cool. They should allow very rapid open/closing, but should default to open (obviously) when there is no power to them.
Going along the sci fi idea, what above a procedural "wall shield" example you place a wall of magnetic field generators or some such name then provide power. A shield wall that allows people travel but not bullets
Crim, it should also repel mechanized Humans!
Quote from: Rousel on May 13, 2014, 06:07:47 PM
Crim, it should also repel mechanized Humans!
Or take damage and repealed
Quote from: Rousel on May 13, 2014, 06:07:47 PM
Crim, it should also repel mechanized Humans!
Good idea, and the post under yours, good idea also, it makes sense that robots would be damaged by a strong magnetic force. Or perhaps have force field, purely stopping bullets as tier 1, tier 2 repelling robots and bullets tier 3 also damaging robots and tier 4 more damage and also stopping humanoids from entering (or perhaps just strong damage or stun effects) ofc not being an insta-kill wall even at tier 4... Maybe the more damage the wall does to robot/human the more power it drains...
Quote from: Tynan on March 26, 2014, 08:14:14 PM
You attach a license to the mod, including all the code and content. This license says how people are allowed to use your work (which you automatically own exclusive copyright over by default).
Licensing is an automatic part of the resource management system in XenForo! :P
Also I love this mod. Wish I could play sometime soon. xP
Hmm got a bit of a problem with a shield, it eats power regardles if i switch it on or off, also thers a wierd time after shield is build that it dont eats power at all, yet it charges itself and remain at 100% for some time, it taks some time didnt check if its time base or it got any other trigger, it dont eats power during that time.
Also i got a small suggestion, that there would be a power charge ability, that would havled remaning charge time but will drain 10x -20x more power. It could be toggable so it would work also on fully deployed forcfield to regenerate 2x-3x faster.
same...
it doesn't use power until you load your save.
Hi,
Does this work with Alpha 4 can anyone verify this please, I'm starting a new game with mods would like to know if its safe to use. I know its for Alpha 3 but just hoping it does not conflict with Alpha 4 core game.
Anexgohan, I tried earlier and it throws a bunch of errors when the mod is selected for use. I don't know if it still functions in-game or not.
A lot has changed with the code between Alpha 3 and Alpha 4. Any mod that uses any kind of library will need to be updated before it will work with Alpha 4.
And darker appears to have disapeared off the face of the Ludeon forums, so this will probably not be getting updated.
maybe a moderator should make the title say this mod is alpha 3.
Wonder if it's possible to pick this mod up and resurrect it. Unless Tynan has something in the works. I know he said he wanted to put it in the main release.
As Darker is absent I've updated the source he provided to work with alpha 4.
I didn't do much to it, just updated the necessary parts of his provided source code.
The source still remains Darkers and I hope he didn't mind that I did this.
If something comes up, that makes this unwanted, I'll remove it ASAP.
Until then, have fun :)
[attachment deleted by admin: too old]
Quote from: Haplo on June 03, 2014, 02:06:15 PM
As Darker is absent I've updated the source he provided to work with alpha 4.
I didn't do much to it, just updated the necessary parts of his provided source code.
The source still remains Darkers and I hope he didn't mind that I did this.
If something comes up, that makes this unwanted, I'll remove it ASAP.
Until then, have fun :)
A scholar and a gentleman. Many thanks!
Big thanks buddy :)
Perfect, thats great news!
Quote from: Haplo on June 03, 2014, 02:06:15 PM
As Darker is absent I've updated the source he provided to work with alpha 4.
I didn't do much to it, just updated the necessary parts of his provided source code.
The source still remains Darkers and I hope he didn't mind that I did this.
If something comes up, that makes this unwanted, I'll remove it ASAP.
Until then, have fun :)
Hey Haplo,
Thank you for updating this, also I think Darker won't mind hopefully if he does i'll send him some Canadian Cheese.
I should try and jinx stuff more often.
Quote from: Coenmcj on June 03, 2014, 04:55:50 AM
this will probably not be getting updated.
Quote from: Haplo on June 03, 2014, 02:06:15 PM
As Darker is absent I've updated the source he provided to work with alpha 4.
I didn't do much to it, just updated the necessary parts of his provided source code.
The source still remains Darkers and I hope he didn't mind that I did this.
If something comes up, that makes this unwanted, I'll remove it ASAP.
Until then, have fun :)
Cheers Haplo.
There's probably new stuff in Alpha 4 that interferes with this mod because something was attacking the shield even though there's no bullets fired.
It's probably seeds from stuff like poverty grass. The little dot they send off to spread apparently counts as a projectile.
Quote from: CmdrQuartz on June 04, 2014, 02:41:02 AM
It's probably seeds from stuff like poverty grass. The little dot they send off to spread apparently counts as a projectile.
We need a mod that makes pollen act like bullets, hurting colonists and such. Hardcore!
Quote from: Jones-250 on June 04, 2014, 03:20:33 AM
Quote from: CmdrQuartz on June 04, 2014, 02:41:02 AM
It's probably seeds from stuff like poverty grass. The little dot they send off to spread apparently counts as a projectile.
We need a mod that makes pollen act like bullets, hurting colonists and such. Hardcore!
Definitely killer hay fever, that.
Quote from: StorymasterQ on June 04, 2014, 03:34:02 AM
Quote from: Jones-250 on June 04, 2014, 03:20:33 AM
Quote from: CmdrQuartz on June 04, 2014, 02:41:02 AM
It's probably seeds from stuff like poverty grass. The little dot they send off to spread apparently counts as a projectile.
We need a mod that makes pollen act like bullets, hurting colonists and such. Hardcore!
Definitely killer hay fever, that.
Make it seasonal with this awesome event: Alert! Killer hay fever active! Take shelter or you will take damage until death.
I have added the Haplo's link to the original post. Thank you a lot Haplo.
I'm not sure if I'll be ever developing Rim World mods again. Mostly that's because I have never bought Rim World (I don't have Steam or internet banking - or money for that matter) and I always felt like outlaw here. Because of this, I also only could rely on latest debug versions.
I did not play the game very much though, so I feel no guilt. I rather made mods and the map editor (which is also long outdated).
QuoteMake it seasonal with this awesome event: Alert! Killer hay fever active! Take shelter or you will take damage until death.
Actually, tiberium seeds in my tiberium mod did damage colonists.
However Tiberium mod never made it out of the testing zone.
Quote from: Darker on June 04, 2014, 10:59:36 AM
Mostly that's because I have never bought Rim World (I don't have Steam or internet banking - or money for that matter) and I always felt like outlaw here. Because of this, I also only could rely on latest debug versions.
Correct me if I'm wrong, but you were a tester no? doesn't that effort somehow grant ownership of a license to the game?
also, are you saying that if you did own the game, you would play it and make mods for it, or is this really an issue of you not having time/energy to make further mods? If it really is an issue of ownership, you could probably get one of your fans or even the dev to donate a copy of the game. losing an unlikely sale to a customer without a credit card sure beats losing a good moder.
Quote from: Jones-250 on June 04, 2014, 03:20:33 AM
Quote from: CmdrQuartz on June 04, 2014, 02:41:02 AM
It's probably seeds from stuff like poverty grass. The little dot they send off to spread apparently counts as a projectile.
We need a mod that makes pollen act like bullets, hurting colonists and such. Hardcore!
So recreate the movie "The Happening"? :P
Quote from: johntiger on June 04, 2014, 02:15:23 AM
There's probably new stuff in Alpha 4 that interferes with this mod because something was attacking the shield even though there's no bullets fired.
I was seeing the same thing and when i mouse over the square that is showing the effects of the shield getting hit i see the shots in the description. Ill try to get a screen shoot of this when I get home tonight.
I took the liberty to update the code to ignore the PovertyGrass_Seed projectile... I don't think anything else is interfering.
[attachment deleted by admin: too old]
Thank you but I think you just broke a rule by not asking permission from the original modder. I suggest finding out.
Quote from: Darker on March 26, 2014, 07:36:05 PM
Quote from: TynanWould you be okay if I included it with the main release?
Of course. All my mods are distrubuted under the I don't care license. Including, modifying code, raping the code... Everything is allowed.
Quote from: johntiger on June 06, 2014, 07:12:12 PM
Thank you but I think you just broke a rule by not asking permission from the original modder. I suggest finding out.
I see it as a branch in a github, the OP can make the change if he likes it.
Hi everyone,
Can someone with a bit more modding knowledge help me as I want to increase the Shield HP significantly and also the recharge rate along with it just a personal preference, as currently the shield just collapses within 5 secs of an attack.
I just need someone to give me directions how to go about it.
Thank you for any help provided.
Rather than modifying the recharge and HP of the shield, I'd rather have differently shaped shields. It's hard to defend against a 100-strong tribal assault whose only strategy is to bum-rush your defenses when you have to take into account your different shield zones. It takes some micromanagement in order to ensure that your shields are still deflecting enemy arrows, while not having your pawns shoot at the shield.
Maybe a modded weapon that can pierce through all shields would help?
is anyone else having the problem when the shield gets hit and the projectile stay in place, and continually damage the shield?
Quote from: superpirson on June 11, 2014, 05:18:05 PM
is anyone else having the problem when the shield gets hit and the projectile stay in place, and continually damage the shield?
Yes.
Well I posted on the mod help forums, no real response yet. I spent like a whole day tying to find that bug and still I had no success.
Does it block players or computers movements? just asking
Quote from: Joshy1111 on June 11, 2014, 10:45:08 PM
Does it block players or computers movements? just asking
No, it does not.
i have a suggestion/request: If it wouldn't be too difficult, do you think you could add an outline to the shield during placement that will tell me where the edges of the shield bubble are like what the sun lamp or the orbital trade beacon do?
Quote from: mkire on June 12, 2014, 08:54:36 PM
i have a suggestion/request: If it wouldn't be too difficult, do you think you could add an outline to the shield during placement that will tell me where the edges of the shield bubble are like what the sun lamp or the orbital trade beacon do?
does the mod work for you? Do you have the problem when the shield gets hit and the projectile stay in place, and continually damage the shield? if not, than we need to talk about how you pulled that off, because we are stumped. That bug is mod-breaking, and takes precedence over everything else, but to answer your question, there should already be a outline.
Hello, having a little problem here. When shield colapses, there is 15 (I think) seconds cooldown before it starts to recharge. When timer reaches 0 shield starts to charge, but then it fails again and cooldown starts again. Anyone having a clue about what's going on?
--------------------------------
Or is this that issue with seeds?
Trying this out. Will leave a review later.
This is an awesome mod and I am incredibly happy it will be making it into the core game. Cheers all around.
Yea, but there is that problem with grass... I've solved it by cutting all the grass. But it's really embarrassing.
Quote from: Minato on June 14, 2014, 04:59:51 AM
Yea, but there is that problem with grass... I've solved it by cutting all the grass. But it's really embarrassing.
It's not just grass. My shields are far and enclosed by hundreds of tiles of concrete and still bork.
That's even more strange... Well, it's good mod, but it's broken as hell :D
Quote from: Anexgohan on June 09, 2014, 08:17:34 AM
Hi everyone,
Can someone with a bit more modding knowledge help me as I want to increase the Shield HP significantly and also the recharge rate along with it just a personal preference, as currently the shield just collapses within 5 secs of an attack.
I just need someone to give me directions how to go about it.
Thank you for any help provided.
I've tried doing much the same, but I've only managed to edit the starting costs + hp of the shield building.. However nothing makes a difference to the shield hp/power requirements.
I have made changes to both
Mods\Shields\Source\ShieldField.cs
Mods\Shields\Source\ShieldMod\ShieldMod\ShieldField.cs
as well as
Mods\Shields\Source\Building_Shield.cs
Mods\Shields\Source\ShieldMod\ShieldMod\Building_Shield.cs
but it makes no difference in game.
Any help or suggestions?
Quote from: superpirson on June 13, 2014, 01:04:36 PM
Quote from: mkire on June 12, 2014, 08:54:36 PM
i have a suggestion/request: If it wouldn't be too difficult, do you think you could add an outline to the shield during placement that will tell me where the edges of the shield bubble are like what the sun lamp or the orbital trade beacon do?
does the mod work for you? Do you have the problem when the shield gets hit and the projectile stay in place, and continually damage the shield? if not, than we need to talk about how you pulled that off, because we are stumped. That bug is mod-breaking, and takes precedence over everything else, but to answer your question, there should already be a outline.
When i suggested the outline i had not yet tried to actually use a shield. What i was asking about is during placement: There is an outline of where the shield is after you've built it, but when you first set down the blueprint it is difficult to know where the shield bubble actually will be.
I installed Microsoft Visual C# 2010 to open up the project and I used it to make changes... BUT IT STILL DIDN'T WORK :(
It's a shame Darker isn't gonna be hanging around RimWorld any more :( He was incredibly helpful to me as I'd never written anything outside of python before in my life.
Quote from: mkire on June 15, 2014, 07:34:32 AM
Quote from: superpirson on June 13, 2014, 01:04:36 PM
Quote from: mkire on June 12, 2014, 08:54:36 PM
i have a suggestion/request: If it wouldn't be too difficult, do you think you could add an outline to the shield during placement that will tell me where the edges of the shield bubble are like what the sun lamp or the orbital trade beacon do?
does the mod work for you? Do you have the problem when the shield gets hit and the projectile stay in place, and continually damage the shield? if not, than we need to talk about how you pulled that off, because we are stumped. That bug is mod-breaking, and takes precedence over everything else, but to answer your question, there should already be a outline.
When i suggested the outline i had not yet tried to actually use a shield. What i was asking about is during placement: There is an outline of where the shield is after you've built it, but when you first set down the blueprint it is difficult to know where the shield bubble actually will be.
There is last time I checked, but frankly that does not matter, as the mod currently does not work due to the aforementioned bug. sorry.
confirmed. Shield is good for one use only before it starts to insta-kill itself...
Quote from: nmid on June 15, 2014, 08:18:48 AM
I installed Microsoft Visual C# 2010 to open up the project and I used it to make changes... BUT IT STILL DIDN'T WORK :(
Are you then rebuilding the project to create the .dll file and moving that to the right place?
Not that it really matters until the bugs get fixed in this mod.
Hi Guys.
I spent some time and it looks like I have fixed the issue with the Shields continuing to take damage. (aparently it is too big to attach so I have uploaded it)
Download:
https://www.dropbox.com/s/hgsk7udqeyq13lk/Shields_Alpha4_Jaxxa_0.01.7z
or
https://mega.co.nz/#!RxRwSbKa!kSiOEYtMSqfi8rhUtgr3b6FR7VdSqJDjTAHUZ8X_XT0
Please have a look at this version and let me know if it fixes the issue for you as well.
It looks like the problem steamed from Find.Map.thingGrid.ThingsAt() continuing to return objects that had their Destroy(); function called. This caused the projectile to continuously collide with the shield, damaging and collapsing it as soon as it reactivated itself. I fixed this adding a check of "if (!pr.destroyed)" before the damage is applied so that the destroyed projectiles can not keep damaging the shield.
I also enabled the radius to show up while placing the shield generator and made a few small code changes that should not have any noticeable gameplay effect, but may increase performance slightly.
As far as I can tell on my machine it is working correctly.
If you try it out, please let me know how it goes.
Updated for Alpha5.
Working for me, let me know how it goes if you try it out.
[attachment deleted by admin: too old]
Quote from: jaxxa on July 05, 2014, 01:32:04 AM
Updated for Alpha5.
Working for me, let me know how it goes if you try it out.
Thanks for update!
I want a better description :-\
oh my god~ this is definitely cool!
Hope Tynan adds this to the Core soon. This is what we need to balance Sieges.
Sorry to be dense, but, I'm not seeing a DL link for the version of this mod that is compatible with Alpha 5. Can someone point me to what I am missing? Thanks!
Quote from: Bandus on July 07, 2014, 03:30:51 PM
Sorry to be dense, but, I'm not seeing a DL link for the version of this mod that is compatible with Alpha 5. Can someone point me to what I am missing? Thanks!
on top of this page mate.
Quote from: homeworlder on July 07, 2014, 04:11:25 PM
Quote from: Bandus on July 07, 2014, 03:30:51 PM
Sorry to be dense, but, I'm not seeing a DL link for the version of this mod that is compatible with Alpha 5. Can someone point me to what I am missing? Thanks!
on top of this page mate.
Dense indeed. I did not see it as an attachment to his post and was looking on the OP. Thank you! :)
Will it be made to work for alpha 4F ?
Quote from: Demir on July 07, 2014, 06:10:56 PM
Will it be made to work for alpha 4F ?
The version in my post at the end of the previous page should work in Alpha 4.
This mod just does not want to work for me, if add any other version than the one for Alpha 4, they won't show up ingame. the A4 version shows up as a Research project, but other than that, not working. I've made games with only shield mod activated and it still won't work.
Do shields protect against mortars?
Quote from: fraz on July 07, 2014, 10:51:20 PM
Do shields protect against mortars?
Since the mod isn't updated for alpha 5, they probably won't, but I'll take a look today.
Jaxxa updated the mod
Quote from: jaxxa on July 05, 2014, 01:32:04 AM
Updated for Alpha5.
Working for me, let me know how it goes if you try it out.
Haven't tried yet but downloaded.
So, unluckily, it does not works for newest alpha.
Quote from: fraz on July 07, 2014, 10:51:20 PM
Do shields protect against mortars?
It looks like they do.
Quote from: Minato on July 09, 2014, 12:30:17 AM
So, unluckily, it does not works for newest alpha.
What is the problem you are having and what version of the mod are you using?
Quote from: Dibblah on July 07, 2014, 08:46:19 PM
This mod just does not want to work for me, if add any other version than the one for Alpha 4, they won't show up ingame. the A4 version shows up as a Research project, but other than that, not working. I've made games with only shield mod activated and it still won't work.
What version of Rimworld are you using and what version of the mod?
Have you checked that folders are correct?
It should be RimWorldAlpha[XX]Win\Mods\Shields and this folder should have the About,Assemblies,Defs,Sounds,Source,Textures
2 things you should add a Heavy Shield which has a low radius but a large shield capacity and another shield which has a large radius but a low shield capacity
I've got vewest version of RimWorld. Mod just seems outdated.
Quote from: Minato on July 09, 2014, 12:03:09 PM
I've got vewest version of RimWorld. Mod just seems outdated.
OP has abandoned, did you get the version posted in recent thread pages?
Quote from: Girlinhat on July 09, 2014, 12:28:11 PM
Quote from: Minato on July 09, 2014, 12:03:09 PM
I've got vewest version of RimWorld. Mod just seems outdated.
OP has abandoned, did you get the version posted in recent thread pages?
Yop
Quote from: Minato on July 09, 2014, 12:30:17 AM
So, unluckily, it does not works for newest alpha.
Take the Shields folder out of the Shields_jaxxa folder and put that in the mod folder. If you put the Jaxxa folder directly it wont work.
I had the same problem. It works now
I have created a separate mod based on this at:
http://ludeon.com/forums/index.php?topic=4701.0