[MOD] Core shields 1.10 (Boarding fix)

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Bobucles
Posts: 2252
Joined: Fri, 25. Dec 09, 04:56
x3tc

[MOD] Core shields 1.10 (Boarding fix)

Post by Bobucles » Tue, 26. Nov 13, 08:10

Download at nexusmods

Core Shields by Bobucles
Version 1.10 (Nividium fix)

Adds a weak hull shield to capital ships.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To install: Extract to your extensions folder. It should be enabled automatically. EZPZ.

To uninstall: Delete.

~~~~~~~~~~~~~~~~~~~~~~

All capital ships have a hull shield in addition to their standard armaments. This shield is weak when compared to capital health, but it will prevent scratch damage and help keep your ships healthy. 6 types of shield were created and assigned as follows:
Large civilian ships: A tiny, pathetic shield that's only good for deflecting accidental fire.
XL civilian ships: A small, weak shield that can take some hits.
Large war ships: A medium, respectable shield with decent recharge.
XL war ships: A large, tough shield with good recharge.
Xenon: A heavy shield that regenerates quickly.
Arawn: A huge fortress shield to absorb torpedoes, with slow recharge.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Version 1.10 notes:
- Shields are now "integrated" systems and should not show up as boarding mission targets.

Version 1.05 notes:
- Typo fix for nividium ship.

Version 1.02 notes:
- Archive fix for 1.01. Otherwise exactly the same.

Version 1.01 Notes:
- "save=false" tag added. Uninstall is now a simple delete command.

Known Problems:
- Shield data is not stored in the save file, causing shields to reset to full between saves. This bug is completely vanilla, and I do not know how or if I can fix it.
Last edited by Bobucles on Fri, 18. Apr 14, 17:00, edited 4 times in total.

User avatar
Frumph
Posts: 299
Joined: Wed, 20. Nov 13, 04:12
x4

Post by Frumph » Tue, 26. Nov 13, 10:43

put save="false" in the content.xml line so that it doesn't save the patch information inside of the save file so someone can just turn it off without having to edit the save file

Scoob
Posts: 7373
Joined: Thu, 27. Feb 03, 23:28
x4

Post by Scoob » Tue, 26. Nov 13, 15:13

Lol, typical. I had a day off from Rebirth yesterday, though over the weekend I'd been working on my own shield mod, as the game isn't really playable at the moment.

I too have added a range of additional shields of varying strength, from light (it'll protect against like one volly from a single fighter before going down) to heavy (bring a cap ship or three) - was testing it myself over the weekend, not quite there yet though.

I had some issues getting the engine to recognise my new shields - modding existing ones was dead easy, but I wanted to create a whole range of new ones, so I'd not accidentally change something I didn't intend.

Must admit, I do LOVE playing with hull shields, makes my ships feel a bit more epic...especially useful when they're not firing back lol.

Scoob.

Bobucles
Posts: 2252
Joined: Fri, 25. Dec 09, 04:56
x3tc

Post by Bobucles » Tue, 26. Nov 13, 15:36

Haha, beat ya to it. It took a damn long time too, trying to figure out how everything fits together piece by piece.

The process seems to be:
Create a new shield_macro with your desired stats.
- I used generic_shield_generator, so no model or attachment concerns.
- Add the new item as an entry in "index/macros.xml" . I used the mod path.

Add a new component to ship file. Name doesn't matter much.

Define shield component in ship_macro file.
- Use the same name from the ship file.
- Choose your shield.
- Use a connection from the surface element or the game crashes (generic_shield_generator has 'Connection01' and 'rendereffects')


~~~~~~~~~~~~~~~~~~~~~~~
I am currently having a problem with the game not remembering shield health between saves. This causes shields to reset to full every time you load. I don't even know if I can fix it, because capital shield generators do the same thing in vanilla.

User avatar
Earth Ultimatum IV.
Posts: 5146
Joined: Mon, 3. May 10, 14:39
x4

Post by Earth Ultimatum IV. » Tue, 26. Nov 13, 15:50

Capital ship shields are CRUCIAL for this game.
Without them, player has to play millions of credits if his destroyer meets a simple M5 scout craft and takes some hits. Which makes all fighter-oriented capital ships absolutely ineffective.

Iam totally sure that Egosoft has to implement this mod into their game.

User avatar
Fumblesneeze
Posts: 75
Joined: Tue, 26. Nov 13, 11:07
x3tc

Post by Fumblesneeze » Tue, 26. Nov 13, 16:02

Well, if you use save=false, then your mod will obviously not save anything to the savefile. Try removing that and see if your shield-stats persist then.

Scoob
Posts: 7373
Joined: Thu, 27. Feb 03, 23:28
x4

Post by Scoob » Tue, 26. Nov 13, 16:11

Bobucles wrote:Haha, beat ya to it. It took a damn long time too, trying to figure out how everything fits together piece by piece.

The process seems to be:
Create a new shield_macro with your desired stats.
- I used generic_shield_generator, so no model or attachment concerns.
- Add the new item as an entry in "index/macros.xml" . I used the mod path.

Add a new component to ship file. Name doesn't matter much.

Define shield component in ship_macro file.
- Use the same name from the ship file.
- Choose your shield.
- Use a connection from the surface element or the game crashes (generic_shield_generator has 'Connection01' and 'rendereffects')


~~~~~~~~~~~~~~~~~~~~~~~
I am currently having a problem with the game not remembering shield health between saves. This causes shields to reset to full every time you load. I don't even know if I can fix it, because capital shield generators do the same thing in vanilla.
I started off just extending an existing shield to cover the entire hull - a very simple change - however it didn't do what I wanted. Adding a new shield was the obvious way, so I did all that - took a while, different shields etc. - but I managed to break something. With patches coming out at quite a rate, I deleted all my stuff thinking it was likely out of date now anyway and started again. Doh.

In my version, I took the shield that protects the Jump Drive group to be the one I replaced, so my work is based on that rather than Generic.

Hmm, not noticed the recharge thing myself, maybe using my technique the shield state is saved? I'll have to double check that. edit: You're right, shield state does not appear to be saved. The saved game only records collapsed or not, not the actual shield percent. That's quite an oversight!

I actually quite like your approach using generic, one assumes generic is here specifically to help modding? There are quite a few "test" type entries dotted around I've found.

Going to keep tweaking mine as I was fairly happy with it, but I'd likely just have used yours if I'd not started my own.

@Earth: Yeah, it shocked me it wasn't standard to have hull shields, however, it's looks simple enough to add in, just a lot of editing initially. The GOOD thing is, the way mods are set up now, we can simply add a load of new shields and tweak them individually without having to change each ship every time - we only need to do that bit once. So, it's a case of get the shields in there & fine tune - at least, that's what I've been doing.

Scoob.

Bobucles
Posts: 2252
Joined: Fri, 25. Dec 09, 04:56
x3tc

Post by Bobucles » Tue, 26. Nov 13, 16:45

Well, if you use save=false, then your mod will obviously not save anything to the savefile. Try removing that and see if your shield-stats persist then.
Already tried that. The bug is vanilla, so it's out of my hands unless someone can figure out a workaround.
I actually quite like your approach using generic, one assumes generic is here specifically to help modding? There are quite a few "test" type entries dotted around I've found.
I used "generic" because there's no 3d model, no special effects, no ship attachment stuff to worry about.

I did use a mk_3 surface generator for a bit, and it was possible to shoot it up while it protected the ship. But without a change to the ship model I don't think there can be a shield bubble.
Last edited by Bobucles on Tue, 26. Nov 13, 16:58, edited 2 times in total.

Scoob
Posts: 7373
Joined: Thu, 27. Feb 03, 23:28
x4

Post by Scoob » Tue, 26. Nov 13, 16:47

Interesting. So is your hull shield not also a surface element then when using Generic? I mean, I wanted to be able to take down the shield, then kill the generator, so (unless it's repaired) I don't have to worry about it for a while.

I might have a play around using Generic myself, so I can understand how it's different.

Btw: if we want a shield bubble, I think we'd need to creata a shield specifically for each ship to start with, then map it based on the hull shape. A little beyond me at the moment, but I'd love to see it done.

Scoob.

Bobucles
Posts: 2252
Joined: Fri, 25. Dec 09, 04:56
x3tc

Post by Bobucles » Tue, 26. Nov 13, 16:57

So is your hull shield not also a surface element then when using Generic? I mean, I wanted to be able to take down the shield, then kill the generator, so (unless it's repaired) I don't have to worry about it for a while.
It's an invisible standard surface element, pretty much what smaller ships use. Any more requires fancy 3d work, aligning the parts, and all that.

I do not know if the shield generator can be damaged, but it has a hull rating and shield recharge rates are pretty slow. Heavy damage can destroy your stuff despite it being untargetable, but I have no good way to test that on a cap.

I would only consider having a 3d shield generator on the Arawn (and maybe the Xenon). Other ships either don't have internals or have weak enough shields.
Capital ship shields are CRUCIAL for this game.
I don't mind that ships need professional repair after going through a battle. But currently the costs are extremely high and shipyards do not work that well. IMO ships should have a health and a "max health". The former gets repaired by "spare parts" and constructor drones on the field, while max health can only be fixed at a dockyard with full cost. Superficial damage wouldn't hurt max health much, but as a ship turns critical any hope of self repair goes away.

astaldion
Posts: 69
Joined: Fri, 13. Jun 08, 21:53

Post by astaldion » Tue, 26. Nov 13, 20:40

Could you add a "shield" line at ships details "General Information" and another line at "Weapon systems" about the invisible shield generator?

Grimm Spector
Posts: 137
Joined: Thu, 23. Oct 08, 17:06
x3tc

Post by Grimm Spector » Tue, 26. Nov 13, 23:19

I don't like the idea of having strong shields over the whole hull while also having component bases shielding.
Ideally a mod that used day the jump drive shield as a hull shield so it could be disabled or left off. And provided light shielding to civ ships (stop those single fighters random hits but not a real effort from 1 or 2 fighters to take it on). And moderate ones for military ships, something that requires 4 or 5 ships to burn through with basic weapons.

Scoob
Posts: 7373
Joined: Thu, 27. Feb 03, 23:28
x4

Post by Scoob » Tue, 26. Nov 13, 23:32

Grimm Spector wrote:I don't like the idea of having strong shields over the whole hull while also having component bases shielding.
Ideally a mod that used day the jump drive shield as a hull shield so it could be disabled or left off. And provided light shielding to civ ships (stop those single fighters random hits but not a real effort from 1 or 2 fighters to take it on). And moderate ones for military ships, something that requires 4 or 5 ships to burn through with basic weapons.
Actually, I did exactly that in my mod - Bobucles and I appear to have been doing a parallel development here - however, I actually switched to doing it a similar way to him. Reason being, it just seemed to work better. Plus, I hate adding things that only the Player seems able to take advantage of. I.e. the AI will in no way be able to target a specific component like the player can. I might re-visit this in case it IS possible to tune the AI for such behaviour - after all, I recall Egosoft saying how we'd be able to command our ships to take out specific systems and the like - but I'm doubtful.

I think the main difference between my mod and Bobucles, is that I've been a little more generous on the shielding, especially on Military ships. Still subject to balancing of course. It was actually quite funny sending my test Taranis against a station and it's ships when it had a 10gj shield fitted and I'd ONLY tweaked the Taranis at that point. Still, it was nice to see it not ripped apart in seconds by the stations own defences.

I'm actually NOT posting my mod up as I planned, Bob beat me to it by a few hours and I don't want to upload something that's so similar out of respect to his work...and him being a jammy git beating me to it of course ;)

Scoob.

csaba
Posts: 1211
Joined: Fri, 26. Aug 05, 22:39
x4

Post by csaba » Tue, 26. Nov 13, 23:48

- Capitals when boosting between zones will instant recharge this shield.
- Don't buff the Arawn even more ... :shock: :shock: :shock: That ship is already brokenly over 9000 strong. :evil: :evil: :evil:

Otherwise I love this mod thank you!

Scoob
Posts: 7373
Joined: Thu, 27. Feb 03, 23:28
x4

Post by Scoob » Tue, 26. Nov 13, 23:57

csaba wrote:- Capitals when boosting between zones will instant recharge this shield.
- Don't buff the Arawn even more ... :shock: :shock: :shock: That ship is already brokenly over 9000 strong. :evil: :evil: :evil:

Otherwise I love this mod thank you!
There seems to be an engine bug there, shield state does not appear to be stored as you'd expect and it looks like you've found another instance where they recharge.

Oh, these shields are designed to protect those lovely 9,000 points of hull :)

Must admit, capital ship battles are MUCH better with shields. Even having the larger trade ships protected somewhat from pirate attacks is nice. I'm not sure I want to attempt to do a ship capture with this in place mind! Not sure how marine pods would react to a shield...I suspect ignore it.

Scoob.

Post Reply

Return to “X Rebirth - Scripts and Modding”