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  #11  
Old September 2nd, 2005, 04:57 PM
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Default Re: mods?

Try this ability instead:

Ability 1 Type := Planet - Shield Generation
Ability 1 Descr := Constructs 3000 pts of armor for the planet during combat.
Ability 1 Val 1 := 3000
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  #12  
Old September 2nd, 2005, 05:06 PM

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Default Re: mods?

but if I do that wont I just get a shield on the planet (anti shield weapons and weapons that go through shields will still work) or am I missing something?
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  #13  
Old September 2nd, 2005, 05:48 PM
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Default Re: mods?

Hmm, emissive ability on a planet... that's clever! I wonder if it will work... that could be an an alternate way of making glassing a planet harder!

(I_DONT_CARE, emissive ability does not generate additional hitpoints, despite its description in Abilities.txt - it actually reduces the damage of each incoming attack by the specified number of points, so in your case the planet would be immune to anything doing 3000 damage or less, and an attack doing 4000 damage (good luck finding one ) would actually do 1000 damage.)
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  #14  
Old September 2nd, 2005, 06:00 PM
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Default Re: mods?

i dont think emmissive or regular armor abilities work on planets. you can use either the shield or phased shield abilities. if you use phased shields, then shield-skipping weapons wont go through them.

sadly, this has the drawback of leaving them vulnerable to shield depleting weapons. otherwise, it is functionally the same as armor.

Traditionally, if you just want to add alot of hitpoints to a planet, you can build weapon platforms with nothing but armor on them. Or perhaps design a special size of weapon platform that takes a special armor component that is too large for regular weapon platforms.

If you want it to occupy facility space, you can always build cargo facilities on the planet to hold more weapon platforms.
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  #15  
Old September 2nd, 2005, 07:11 PM

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Default Re: mods?

I dont think you can use phased shield abilities on planets,
so i think all just have to use massive planetary shielding and weapon platforms... well we tried. Also i tried making a self destruct for planets wont work. on another note i think all try making a weapon platform that cost alot and has super armor so its like massive planetary armor. all try to make it fair
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  #16  
Old September 2nd, 2005, 07:16 PM

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Default Re: mods?

thanks Ed Kolis for the emmissive armor tip i would have a lot of Trouble trying to make my weapon platform thing
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  #17  
Old September 2nd, 2005, 07:17 PM
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Default Re: mods?

im pretty sure phased shields work. I think the Proportions mod uses them as a built in part of Cultural Centers, to represent the large size and distributed nature of a homeworlds industry.
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  #18  
Old September 2nd, 2005, 07:18 PM

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Default Re: mods?

cool all try them
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  #19  
Old September 2nd, 2005, 08:24 PM
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Default Re: mods?

I tested emissive on both facilities and planets (via StellarAbilityType.txt) - neither worked in the simulator
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  #20  
Old September 2nd, 2005, 08:53 PM

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Default Re: mods?

it was worth a try
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