Stellaris

Stellaris

Improved Shields
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.