[MOD] (Alpha 6) Jaxxa Shields 0.08 - 2014-09-07 - Announcement

Started by Jaxxa, July 12, 2014, 12:45:35 AM

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skullywag

Quote from: realitybend on September 23, 2014, 05:28:54 PM
After unzipping this in the mod directory and activating in on the mod screen, I don't see a research option for this. Am I missing something?

Make sure it isnt inside 2 folders...so /mods/jaxxashields/about not /mods/jaxxashields/jaxxashields...
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

realitybend

Thanks, skullywag. I didn't see your reply when I finally figured that out and I had deleted my post.

Cheers.

skullywag

Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Goldsmyths

Flat square shields...
7x7 or 3x3
Why? IMO, most people would have a straight defense lines.
and having that excess roundness, enemy could hide under one of your shield and use it against you...
I'm not sure if this is possible, but this would be a real flip against gun nuts. Like 7 colonist, a bunch of turrets against about 50 pirates...

Jaxxa

Glad you got it figured out realitybend.

Quote from: Goldsmyths on September 24, 2014, 03:29:50 AM
Flat square shields...
7x7 or 3x3
Why? IMO, most people would have a straight defense lines.
and having that excess roundness, enemy could hide under one of your shield and use it against you...
I'm not sure if this is possible, but this would be a real flip against gun nuts. Like 7 colonist, a bunch of turrets against about 50 pirates...

While it would be possible, it would be a bit more complicated and I don't think I will implement this. Having the circular shields be able to be used against you I feel is a feature and cant make it more interesting.

Also what would square shields accomplish that the SIF Generator cant be used to do?

Jaxxa

It looks like I have a way to do the personal shields in the new version, but unfortunately I cant see a way to make it so that it depends on the damage of projectile, so rather than blocking 100 damage it will have to be 10 shots, not differentiating if they are 10 minigun bullets or mortar shells.

Jaxxa

#81
I just closed the Poll. Final Results:

Personal Shields-116 (36.8%)
Wireless Power-68 (21.6%)
Warning Radar-29 (9.2%)
Kinetic CRAM-27 (8.6%)
Psychic Shielding-75 (23.8%)

Total Members Voted: 169

Krantz86

Quote from: jaxxa on September 24, 2014, 09:24:43 PM
It looks like I have a way to do the personal shields in the new version, but unfortunately I cant see a way to make it so that it depends on the damage of projectile, so rather than blocking 100 damage it will have to be 10 shots, not differentiating if they are 10 minigun bullets or mortar shells.

well, that's not bad if you consider them as "deflector shield" or as "refractor Field", meaning that the shield is strong enought to stop almost anything but the power consumption far exceed the internal batteries so it can only stop/deflect only a limited number of hits before starting a recharge cycle

Romi


Jaxxa

Announcement:

After thinking about the future of my mods with Alpha 7 and beyond, I have decided that I wont be updating this mod anymore.

This mod is now dead, dead as a Phoenix.

Kilroy232

Sounds really cool and I look forward to giving it a go. It will help with those troublesome mortars since I increased their accuracy greatly in my core files.

Thank you for the very cool work :)

mrofa

All i do is clutter all around.

minami26

Quote from: jaxxa on September 25, 2014, 11:29:09 PM
This mod is now dead, dead as a Phoenix.

and then it gets reborn! *but thats how phoenixes work riiiight??

one last update before it gets to vanilla pleaseee :3

Jaxxa

I have no inside knowledge of Shields being implemented into the Vanilla Game.

Some time after Alpha 7 release I am planning to release a mod that will include Shields as part of it.

RemingtonRyder

I've been playing with the mod for a little while but I've noticed that after a few hours or so in game, Rimworld sucks up all available memory and hangs.  This hasn't happened before now so I wondered if maybe there's an issue that needs looking into.

Other than that, it is a great mod and I look forward to what you come up with in the future. :)