Capital Ship Force Field Issue

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RaJiska
Posts: 4
Joined: Tue, 11. Feb 14, 13:28
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Capital Ship Force Field Issue

Post by RaJiska »

Hey,

Currently, owned capital ships do not have force field protecting the hull, it's only at turrets or important things on it.

Is there a mod that fixes it ?
Thanks.
Hardcard
Posts: 56
Joined: Mon, 18. Nov 13, 09:02

Post by Hardcard »

I don't think that's an issue, X Rebirth's cap ships are designed this way...

I take it you expected to see the good old shields from X3/TC/AP, but they are gone... same as the good old universe map, command consoles and command software which allowed us to do all sorts of ESSENTIAL stuff that X Rebirth doesn't allow anymore (ability to give basic commands to single ships or squadrons like dock/jump/move to/defend/attack/patrol/trade, etc...).
Now we have mods that TRY to do those things, but all of them have issues plus they aren't as complete as the UI in X3TC/AP. Let's hope someone will implement those commands in X Rebirth this year so the game stops being hopeless.

Anyway, this section is for modding...we should head to the technical support section to talk about all this.
RaJiska
Posts: 4
Joined: Tue, 11. Feb 14, 13:28
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Post by RaJiska »

I tried in the technical section but each times I click on the new topic button, it heads me to the forum list.

Anyway, the thing is it only does it on owned ships, if it is normal, why doesn't it do it on non owner ships ?
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
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Post by UniTrader »

RaJiska wrote:I tried in the technical section but each times I click on the new topic button, it heads me to the forum list.
clear your cache, log out and log in again ;) common problem with the Forum Software ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
Scoob
Posts: 11197
Joined: Thu, 27. Feb 03, 22:28
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Post by Scoob »

The first mod I did for myself was actually a hull shield mod for capital ships. I was going to release it, but someone else did a similar (though differently balanced) mod, so I didn't want to be seen to be copying their work, even though we'd developed in parallel.

I used this mod for a while, balancing as I went and it was fun. However, it was back in the version where Engineers didn't do any repairs due to various bugs. Once that was addressed we effectively got free (and quite fast) hull repairs up to 75% - not so different from a shield really. Add to this that a ship suffers no penalties - other than a lower survivability - with a damaged hull, unlike prior X games, it made me not continue updating my mod or using it.

I would very much have liked to see the game support "proper" bubble shields will a full range of hit effects, but I don't think a mod could add this sadly.

Scoob.
IRaven
Posts: 254
Joined: Wed, 21. Mar 12, 19:49
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Post by IRaven »

http://www.nexusmods.com/xrebirth/mods/247/?

Core Shields by Bobucles
Version 1.05

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.




or

http://www.nexusmods.com/xrebirth/mods/188/?

Old style capital shields by dingutis

Just finished adding full coverage shield to all ships that have a shield generator.

rebalanced shield stats:
mk1 shield: 100khp, 3000recharge after 10 seconds without damage
mk2 shield: 200khp, 4500recharge after 10 seconds without damage
mk3 shield: 300khp, 6000recharge after 10 seconds without damage

most ships have mk1 shields, but arawn carrier uses mk2 and mk3 ones.

funny thing: when capital ships uses booster engines to travel across sector, shield depletes just like on the skunk! So your freighter may end up in the middle of nowhere until shield recharges.

Still there is some odd thing, components show their own shield% value, which is sometines differ from that of the hull of the ship.

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