Stellaris

Stellaris

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1.9.X Fix for broken Shields
   
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29 Jun, 2016 @ 12:46pm
13 Dec, 2017 @ 10:28am
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1.9.X Fix for broken Shields

Description
== OBSOLETE ==

Stellaris 2.0 has changed in-fight shield and armor regeneration mechanics at all.
Shields and Regenerative Hull Tissue start to regenerate in combat, when the ship hasn't been hit for 10(?) days. The latter can't be changed on my behalf at this point.

I will not delete the mod, since some guys still might want to finish their games in 1.9.

Thank your for your words in the past, kept me working on this.

== Old Description ==
Makes all shields, deflectors and stuff regenerate in combat, no matter if a shield capacitor is equipped or not.
58 Comments
Designer225 11 Jul, 2018 @ 4:44pm 
There are two definitions that control when a spaceborne object starts repairing itself:
STATION_SELF_REPAIR_TIMER_DAYS - controls ship and station repair timer (blame Paradox for such a nonindicative name)
STARBASE_SELF_REPAIR_TIMER_DAYS - controls starbase repair timer

Setting them both to 0 should fix the problem. I've already posted a fix here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1437765183
nia727 31 May, 2018 @ 7:17am 
Thank you!
Imperator Brool  [author] 29 May, 2018 @ 8:09pm 
nia727 the used mechanics to get the shield regeneration in combat has been purged from the game.
nia727 29 May, 2018 @ 8:06pm 
up please
Imperator Brool  [author] 19 Apr, 2018 @ 1:36am 
I appreciate your share of thoughts and feelings, but this is the wrong place, unfortunately.
Travis 18 Apr, 2018 @ 6:31pm 
I hope someone from Paradox reads this…great job, guys. I would have continued playing Stellaris for years, buying up all your DLC, but nope…not now. You killed the modding community, and therefore killed a great game. I'm out, and unless you miraculously manage to undo this collossal mistake in time to revive the community, then I won't ever be coming back, nor ever spending another penny on ANY Paradox game again. Ever.
Travis 18 Apr, 2018 @ 6:31pm 
Ugh. It looks like several people have already discussed creating a Script Extender for Stellaris, but they gave up before they even began, because of what a pain Stellaris actually is to mod for…largely because of how much $h!t they hardcode into the game! This just makes me even further disappointed and frustrated with Paradox. They created a great game, but with some minor oversights, which were quickly (but probably not easily) fixed with some mods. Then they make some changes, making modding even harder, but yet the community manages to keep the game strong with even better mods. Then Paradox really screws the pooch, by going full-retard and crippling an otherwise good game, with hardcoded garbage preventing the community from fixing the feces they just threw straight into the fan.
Imperator Brool  [author] 14 Apr, 2018 @ 2:34am 
Can't say for sure. Depends on what commands and variables the script extender implements, my guess.
Travis 13 Apr, 2018 @ 5:15pm 
I talked to some others about this, who suggested that maybe a script-extender, or some other kind of third-party modding support structure, might be able to get past the stupidity introduced by v2.0. If something like that exists for Stellaris, could it help revive your work?
Imperator Brool  [author] 4 Mar, 2018 @ 7:34pm 
As far as I can tell. I will try my best to figure it out, but it seems to be hardcoded now.