Stellaris

Stellaris

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Improved Shields
   
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364.311 KB
23 Nov, 2019 @ 10:27am
30 Dec, 2019 @ 8:14am
3 Change Notes ( view )

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Improved Shields

In 1 collection by Tron-
TronWorks Stellaris Mods
4 items
Description

Shield hitpoints & regeneration increased by a factor of 3.


Shields have had their total hitpoints and regeneration speeds increased by 300%.

For example:

Original Values

Small Shield hitpoints = 50
Medium Shield hitpoints = 125
Large Shield hitpoints = 300

Small Shield regeneration rate = 0.50
Medium Shield regeneration rate = 1.25
Large Shield regeneration rate = 3.00


New Values

Small Shield hitpoints = 150
Medium Shield hitpoints = 375
Large Shield hitpoints = 900

Small Shield regeneration rate = 1.5
Medium Shield regeneration rate = 3.75
Large Shield regeneration rate = 9



This mod is part of the Tronworks Stellaris Mods Collection.

Enjoying my work? Want to see more? Support me.[ko-fi.com]


Tested with various mods & appears to be compatible. mod-added shield modules will not be affected by this mod.


I'm keen to understand if any changes could improve this minor mod. If you have any suggested changes or other feedback then I'll attempt to factor them in to future changes or new mods

Change log

05-Dec-2019
Bugfix - localisation file rename

30-Dec-2019
Bugfix - Fixed "Incorrect Mod Descriptor"
6 Comments
Jerun 28 Dec, 2019 @ 4:48am 
Hey, your mod throws errors "Error: "Unexpected token: 1.5, near line: 3
" in file: "mod/ugc_1919288294.mod"" near line: 3" and "Incorrect MOD descriptor: "mod/ugc_1919288294.mod"". Also the other shield mod dose the same.
Tron-  [author] 8 Dec, 2019 @ 10:21am 
Hi theshivo09 - I've had an initial attempt at what you've suggested:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1932115783

Please be sure to let me know what you think! :)
theshivo09 5 Dec, 2019 @ 8:04pm 
Just wanted to say that I'm really enjoying this mod Tron-.

I know this is probably outside your intended scope for this mod, but perhaps you could make variants of the standard shields

Example 1:
"A Heavy (shield tech level) that has more shield points than standard, a higher cost (alloys and exotic gases), a larger power draw, lower regeneration rate, and is restricted to medium and large slots..

Example 2:
A Super Heavy variant that cranks the the heavy variant up to 11 in stat-wise, but is limited to large slots only.

Example 3:
A Light (shield tech level) that has less shield points than standard, but has a very high regeneration rate.

Example 4:
Evasion (shield tech level) that have lower shield points and regeneration rate, but offer an evasion boost.
Gavril 2 Dec, 2019 @ 6:45pm 
No problem! Glad to help.
Tron-  [author] 2 Dec, 2019 @ 3:43pm 
Thanks a lot for the suggestion, Gavril!

What you've said would likely work really well, and would help with mod compatibility, too.

I'll look into it and see whether an update or a new mod would be most appropriate. Thanks again.
Gavril 2 Dec, 2019 @ 10:36am 
I think there is a define that effects shields that you might want to look at. I might be wrong though, I don't have it in front of me. If there isn't I might suggest looking into the static modifiers folder for an empire wide modifier. These may not do what you want your mod to do though. The only reason I suggest looking is because if you make the changes there it will effect mod-added components as well.