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  #11  
Old April 10th, 2001, 03:52 AM

Marty Ward Marty Ward is offline
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Default Re: Massive planetary shields

Aussie,
Add the ability Phased Shield Generation to the facility. Value 1 is the amount of shielding. Value 2 is 0
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  #12  
Old April 10th, 2001, 04:04 AM

Aussie Gamer Aussie Gamer is offline
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Default Re: Massive planetary shields

"Planet - Shield Generation"
That is the term/ ability used for the massive shield generators, and now my planetry generators.

There is no Planet- Phased Shield generation.

So are you just making a shield for the building only?
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  #13  
Old April 10th, 2001, 04:16 AM

Marty Ward Marty Ward is offline
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Default Re: Massive planetary shields

There is an ability Phased Shield Generation. It may be able to be used as a facility ability.

Well that ability doesn't seem to do the job but it does give a well protected building.

SJ will just have to give up his secret

[This message has been edited by Marty Ward (edited 10 April 2001).]

[This message has been edited by Marty Ward (edited 10 April 2001).]
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  #14  
Old April 10th, 2001, 03:12 PM
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dogscoff dogscoff is offline
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Default Re: Massive planetary shields

I know it would require hard-code but...

what would make planetary shilding really worthwhile would be if it extended a few squares into the combat map so you could hide ships behind it.

Just a thought.

------------------
There is an exception to every rule. Including this one.
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  #15  
Old April 10th, 2001, 06:48 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Massive planetary shields

With the component's "phased shield generation" ability, the shields work at least as well as normal shields. I haven't managed to be attacked with a PPB ship, but since the shields do go to the entire planet, It should.

I built a MPSG, and noticed how crappy it was, so I changed the text file & reloaded the game. During this attack, the "phased shield generation" protected the planet. Shots would just dissappear into the planet's shield, without exploding
--------------------------------------
Oh, no! I just remembered. The latest Version of the game may not work this way.
I haven't gotten patched lately (Although I don't see why he would reduce the flexibility of abilities?!?)
--------------------------------------

What I did for the multiple tech levels, was have MPSG 1 to 3, and they all require MPSG tech, plus shield tech levels, 3, 6, & 9, respectively.
MPSG I: 20k
MPSG II: 50k
MPSG III:75k phased.
I am also going to allow people who max out shield tech to research an alternate MPSGs tech area, which will be less efficient.

quote:
Also I don't think that hey would stop troops landing

Neither do I, but I havent tested that.
The defence against troops landing is to blow the transports out of the sky before they arrive
Even the most heavily armored transport (in my mod) will only have 3k Hitpoints at best, so, with a stack of weapon platforms, you should be able to crush one or two. Adding penetrating weapons and Massive-Mount repulsor beams will help tremendously in this endeavour. Cripple their movement with engine diruptors, and fling them across the map
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