[A11b] Dimensional Nano Shield

Started by projecttemp, June 26, 2015, 07:17:26 PM

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projecttemp

Hello guys, this is my first mod and it involves one of my favorite item in Rimworld, PERSONAL SHIELD!

That why i made an overpowered version of it just for myself and for anyone who share this love. I call this, the dimensional nano shield. So lets start listing all the imbalanced perk it has.

- This shield is form on your skin layer(hence nano shield), so it does not block you from attacking enemies using either ranged or melee attack
- This shield is very strong, it can absorb even melee damage. Thought it can't help you if you get cut open by your bad doctor.
- This shield gets it's shield energy via a powerful receiver. The transmitter is another building you have to build that also serve as shield energy generator.
- The shield efficiency can varies depend on material and quality of the shield. Better quality and better material = less energy lost per damage.
- The shield have limited range of 20 squares from main transmitter, this is increase by using better material to make it. Quality have no effect.
- Any changes to the shield apparel XML require game to be restart only

Now onto the shield generator, which basically creates these artificial hit points out of pure raw power.

- The first generator you build becomes the main transmitter for all the nano shield.
- The shield can only absorb so much damage, if it ran out of energy, it will be in a broken state and will take time to reform.
- When the shield is in broken state, it obviously can't protect those shield user from anything, so be very careful.
- Subsequent shield generator will increase the maximum amount of shield energy that can be stored, so it doesn't break as easily.
- However, subsequent shield generator also increase the amount of time it takes to reform the shield if it is ever broken. Larger shield = takes more time to reform.
- When a shield generator is destroyed or power off, it will not longer provided shield energy bonus, but nor will it increase reform time.
- If the main transmitter is destroyed or powerful, the shield will loses all it's energy and no longer charge. It will be in a disabled state.
- When the shield is in disabled state, any shield generator can become the main transmitter automatically. This will restart the shield with 1% of it's max energy. Colonist needs to be also within the range of this new transmitter for the shield to function.
- The generator also have a shield around itself, using same shield energy to protect itself from damage.
- The amount of shield energy provided by the generator is affected by the material it is made of.
- When the shield is charging or reforming, it requires the amount of power listed in XML. When it reached full energy, it only requires 1/5 of that.
- Any changes to the shield generator XML require the game to restart and the generators to be destroyed and rebuild.

TL;DR Is an amazing shield, but only if you stay within the range of the shield generator.
(Also i am bad with graphic stuff, so just live with the default ship power generator as texture :D )

A shield without any generators, so it just turns red


Darkeye is within range of the generator(14), but Levin is not within range. Carrie just have a better shield than you guys do, suck it up


Version 1.3
>>Download Link<<
Did i mention the shield is imba? And it can't be toggle off... so if one of them goes berserk... well... lets hope that doesn't happen.
Just post in here if you have any suggestions for improvement or any bugs you ran into.

Customization
- The apparel shield's range and efficiency can be changes in XML.
- The apparel shield's bonus from material and quality can also be toggle on or off in XML.

- The default energy granted by each shield building can be changed in XML
- The default reform times(in ticks) increase by each building can be changed in XML
- How often the shield ticks can be changed in XML(higher tick value increase performance, but at cost of responsiveness and damage vulnerabilities) Default is one process cycle per 9 ticks.
- How much energy is granted to the shield per tick interval can be changed in XML. This s flat across the board, building more shield generator will not cause it to regenerate faster. Default is 3 energies restore per interval of 9 ticks(1 energy/ 3 ticks).

- There is a option in XML for adding the maximum shield energy times 2 as power cost to all generators. This also get reduced to 20% during sustain mode.
- There is a option in XML for making reform time scale with the material multiplier to the energy as well.
- By default, better material will create a shield generator that provide more energy. This can be toggle off.

Todo(i kind of lost the motivation to work on this as i feel is quite complete, so these might have to wait):
Add images -.-
Make a button to change main transmitter as will.
Make a minified version of the generator.
Visually show the range of each shield somehow(say with a green line?)
Add some research to increase energy and range.
Add additional building that increase range/energy/regen/reform rate.
Make some proper texture for it(probably never happen).

I also got to thank Haplo for helping me fixing that nasty save/load bug. Thank you.
I was using Hardcore SK in the pic, so u see the nuclear power generator and copper. (You should get it if you don't have it)

Permission and License:
I haven't made up anylicences yet, just ask me if you want to use it in something.

skyarkhangel

#1
Wow! Great idea) I can help configure it, bcs oversimplified gameplay is bad. The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet. That is why I sent to hell Ultimate Overhaul Modpack with golden trees.. and omni-gels.... and create another much more realistic, which really have a goal, a heavy goal - to survive.

projecttemp

Great to see you are the first person to post on my mod, i love your modpack. It make Rimworld worth replaying again and again.

skyarkhangel

Quote from: projecttemp on June 26, 2015, 09:00:23 PM
Great to see you are the first person to post on my mod, i love your modpack. It make Rimworld worth replaying again and again.

Thank you!  ;) Nice to hear that there are people who support my endeavors.

kaptain_kavern

Haven't tried it yet, but after reading your post i have to say i like the way you balance an item that seems clearly overpowered to me at start :p

+ i'll add your mod to the A11 modlist ;)

projecttemp

Quote from: skyarkhangel on June 26, 2015, 10:33:30 PM
Tested with Hardcore SK:


10 mercenary gunners can't to reduce less than half of generator energy continuous shooting 3 colonists without cover  :o

Lol, it does need quite a bit of tweaking right now(luckily the tweaking are very easy to make). I just finished testing it not too long ago, so i didn't have much time to balance it. I wanted to post it to see if people would find any bug that needs fixing.

Try increase damage efficiency in apparel to like 2(this will double the damage the shield takes).
Then try setting ticks per interval to 6 and energy per interval to 3, this will reduce the shield regeneration to 0.5/tick.
These 2 changes combine cut the shield power down to 25% making it much much weaker.

Just keep in mind any change to the shield generator XML require old generator to be destroy and rebuild to take effect. Apparel shield can take effect after restart.

skyarkhangel

#6
Quote from: projecttemp on June 26, 2015, 11:52:35 PM
Lol, it does need quite a bit of tweaking right now(luckily the tweaking are very easy to make). I just finished testing it not too long ago, so i didn't have much time to balance it. I wanted to post it to see if people would find any bug that needs fixing.

Try increase damage efficiency in apparel to like 2(this will double the damage the shield takes).
Then try setting ticks per interval to 6 and energy per interval to 3, this will reduce the shield regeneration to 0.5/tick.
These 2 changes combine cut the shield power down to 25% making it much much weaker.

Just keep in mind any change to the shield generator XML require old generator to be destroy and rebuild to take effect. Apparel shield can take effect after restart.

I also try to look for the optimal variant:

      <Shield_MaxEnergy>300</Shield_MaxEnergy>
      <Shield_TicksPerInterval>15</Shield_TicksPerInterval>
      <Shield_EnergiesPerInterval>1</Shield_EnergiesPerInterval>


      <Shield_ResetCooldown>50</Shield_ResetCooldown>
what it changes?

Needs active shield animation.

Shinzy

Oh my! I really adore the idea behind this! (I hope you get to balance it out soon, would love to give this one a try)

projecttemp

#8
Quote from: skyarkhangel on June 27, 2015, 12:29:28 AM
Needs active shield animation.

I was gonna make a shield animation, but this shield is form on your skin, there is nothing to show unless someone can teach me how to draw aura(which would be kind of cool). That's why it doesn't hinder your shooting. What i am thinking of trying to do is drawing a line from the shield wearer to the transmitter, this also helps to indicate range as well since this is a factor in shield usage.

I am going to update it with new balance suggestion, i have to go to work in a bit so i will try getting visual reference in on monday.

Edit: Updated with new download and major nerf  :'(, also a slight functionality changes to some of the options

killer117

Might wanna think about using techs to make the range increses and power increses, rather than just the matirial and quality. Just food for thought
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

projecttemp

#10
Quote from: skyarkhangel on June 27, 2015, 12:29:28 AM

I also try to look for the optimal variant:

      <Shield_MaxEnergy>300</Shield_MaxEnergy>
      <Shield_TicksPerInterval>15</Shield_TicksPerInterval>
      <Shield_EnergiesPerInterval>1</Shield_EnergiesPerInterval>


      <Shield_ResetCooldown>50</Shield_ResetCooldown>
what it changes?

The generator sub function will only run every 15 ticks. Each time the function run it generate 1 shield energy. All shield generator will have base energy of 300 multiply by material multiplier. When the shield is broken, it will take 50 ticks to reform. Each additional generator add 300 energy and 50 ticks to reform time.

The change will take effect once u restart and rebuild all generators.

Quote from: killer117 on June 27, 2015, 09:43:15 AM
Might wanna think about using techs to make the range increses and power increses, rather than just the matirial and quality. Just food for thought
I will write it down as possible todo, but shield energy stack with each generator built and you can create variant of the apparel that have different stats easily. Say a shield that have 150 range but takes 5 times damage for those who like to attack raiders who siege you.

projecttemp

Quote from: projecttemp on June 27, 2015, 08:44:23 AM
Quote from: skyarkhangel on June 27, 2015, 12:29:28 AM
Needs active shield animation.

I was gonna make a shield animation, but this shield is form on your skin, there is nothing to show unless someone can teach me how to draw aura(which would be kind of cool). That's why it doesn't hinder your shooting. What i am thinking of trying to do is drawing a line from the shield wearer to the transmitter, this also helps to indicate range as well since this is a factor in shield usage.

I am going to update it with new balance suggestion, i have to go to work in a bit so i will try getting visual reference in on monday.

Edit: Updated with new download and major nerf  :'(, also a slight functionality changes to some of the options

Apparently drawing a line is pretty darn difficult in unity  ::) and i know how to draw an aura, but i just don't have access to the current pawn mesh(is probally set to be private), so i can only draw a circle. This is just like a visual indicator if the shield is on/off. :D

Anyhow, we now have visual reference for when the shield is available/unavilable. This will only show when the pawn is drafted/berserk and is not dead. Pawns that is incapacitate or in shock will still show up. It also shows on enemy pawns ;), but it should never be on an enemy pawn right?

skyarkhangel

Quote from: projecttemp on June 27, 2015, 02:12:38 PM
I also try to look for the optimal variant:

      <Shield_MaxEnergy>300</Shield_MaxEnergy>
      <Shield_TicksPerInterval>15</Shield_TicksPerInterval>
      <Shield_EnergiesPerInterval>1</Shield_EnergiesPerInterval>


      <Shield_ResetCooldown>2000</Shield_ResetCooldown>
what it changes?

Ok. So.. then you can test with it:
      <Shield_MaxEnergy>300</Shield_MaxEnergy>
      <Shield_TicksPerInterval>15</Shield_TicksPerInterval>
      <Shield_EnergiesPerInterval>1</Shield_EnergiesPerInterval>
      <Shield_ResetCooldown>2000</Shield_ResetCooldown>

Not so cheatable.

projecttemp

Quote from: skyarkhangel on June 29, 2015, 11:07:21 AM
Quote from: projecttemp on June 27, 2015, 02:12:38 PM
I also try to look for the optimal variant:

      <Shield_MaxEnergy>300</Shield_MaxEnergy>
      <Shield_TicksPerInterval>15</Shield_TicksPerInterval>
      <Shield_EnergiesPerInterval>1</Shield_EnergiesPerInterval>


      <Shield_ResetCooldown>2000</Shield_ResetCooldown>
what it changes?

Ok. So.. then you can test with it:
      <Shield_MaxEnergy>300</Shield_MaxEnergy>
      <Shield_TicksPerInterval>15</Shield_TicksPerInterval>
      <Shield_EnergiesPerInterval>1</Shield_EnergiesPerInterval>
      <Shield_ResetCooldown>2000</Shield_ResetCooldown>

Not so cheatable.

Right now i have setting at:
250 max energy per shield
600 ticks(10 seconds) reform times

9 ticks per process cycle
3 energy per cycle(1 energy per 3 ticks)

Energy affect power cost
Material affect max energy
Material affect reform time

Shield takes 1.5 times damage
Shield efficiency is affected by material
Shield efficiency is affected by quality
Shield range is affected by material

I think this setting is quite balanced and with hardcore sk vindacium shield generator, it provides 875 energy and have a reform time of 2100 ticks(35 seconds). Also it cost 500 vindacium, so it is quite difficult to make.

skyarkhangel

#14
Do you have the opportunity to use at least the standard animation of power shield aura when colonists in shield gen range?

And new idea to you.. use minifiedBase for shield gen  :D