dedicated shield hardpoint

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dedicated shield hardpoint

Postby siyoa » Thu Apr 05, 2018 6:25 am

if anyone wants to play around with it, shields can only go to dedicated new hardpoint, it is not fully tested, please report any issues ... also, it may not work from Mods folder, you may need to replace files in Lua state

add ShieldSlot, for ships in Drawers\Ships in the section where other slots/hardpoints are generated for particular ship ... as per example (you can add more than one)

Code: Select all

create_config 'Destroyer' {
  --component_set= 'extra_turret_mount',

  create_mounts = {
    Hardpoint "Turret" {
      part_id = 1,
    Hardpoint "Turret" {
      part_id = 2,
      hints = { ["Exploration Vessel"] = "Deep Space Scanner" }
    SystemSlot {
      hints = { ["Exploration Vessel"] = "Warp Lane Amplifier" }

Shield Hardpoint.7z
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new_shield_hardpoint_02.jpg (186.88 KiB) Viewed 1737 times
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Posts: 6
Joined: Mon Jul 03, 2017 3:43 pm

Re: dedicated shield hardpoint

Postby GrosseAdmiralFox » Thu Apr 05, 2018 10:02 pm

I'll keep an eye on it. Looks interesting...

Posts: 1209
Joined: Fri Nov 25, 2016 3:49 pm

Re: dedicated shield hardpoint

Postby zolobolo » Mon Aug 06, 2018 7:12 pm

I assume you are trying to address the steep shield capacity rampup for larger hulls right?

Have you aleady tried to decrease standardise the capacity each shield module provides for all hulls?
The more I think abouth this, the more it makes sense as weapon module damage values do not ramp up with hull size + there is a constant increase of system hardpoints with each hull size wackking up the balance

The only problem would be of course the AI: it would probably not recognise the altered values and still stack shields on all system hardpoints instead of repair or hardend armor modules... in this regard dedicated shield harpoints are better, but they also take away the choice a player can make for the design

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