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All Shields

PLAY THIS MOD


Maintained by USrankTHAddeusIII
Last updated 2 days ago
Created 2 days ago
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Every unit has a shield. A simple idea that ends up changing strategy more than you might expect.

-Shield health equals the unit's health.
-Full recharge takes about 100s (smaller units recharge a bit faster)
-Native shield units remain unchanged.
-[Check below for more details]

Feel free to post comments or suggestions below. Enjoy! 🛡️🛡️🛡️



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Every unit has a shield. A simple idea that ends up changing strategy more than you might expect.

-Shield health equals the unit's health.
-Full recharge takes about 100s (smaller units recharge a bit faster)
-Native shield units remain unchanged.
-[Check below for more details]

Feel free to post comments or suggestions below. Enjoy! 🛡️🛡️🛡️

+2 / -0
2 days ago
Details:

-Regen formula is the shield health divided by 100, plus 1.

-Radius formula for units and turrets is the collisionVolumeScales x plus y plus z plus -10.
-Radius formula for other structures is grid squares x plus z, times 10.

+0 / -0
nice.. i made one similar 19 months ago
i also removed the shield graphics to help with visuals

https://zero-k.info/Mods/Detail/65
+1 / -0
2 days ago
Oh cool! I actually didn't know someone had already done that.

Interesting take on the invisible shields, it would let cloaked units actually be cloaked lol. Probably helps with performance as well.

But what do you think about coms, should they start off with shields or nah? The global tweakdefs approach that I used could not easily put shields on them.
+0 / -0
i too struggled with com shields so i kinda decided atleast for my mod to just let it be a choice since modules exist.. even spring echo hijack cant change com weapon defs as they get overwritten.. strangely i have the same regen formulae but i dont have +1 so great minds think alike.. anyway im glad you made this as i nolonger have much time to maintain mods.. im handing both mods over to you for the future of this mods concept
+1 / -0