Nuclear Repulsor Shields V20 for all game versions

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Nuclear Repulsor Shields V20 for all game versions

Postby Uveso » 07 Sep 2016, 00:15

This is Nuclear Repulsor Shields version 20 for all Supreme Commander game versions. Tested with (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+,Nomads
This mod supports Nomads.

Nuclear Repulsor Shields <for all gameversions> v20
http://faforever.uveso.de/NuclearRepulsorShields(AllGameVersions)-V20.zip
DownloadSize: 135 KB, Unpacked: 311 KB

Author: Uveso


How to install:

UnZip the archive.

Copy the "NuclearRepulsorShields" folder from the Zip archive to:
"C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\"

The right Filepath to the file "mod_info.lua" should be then:
"C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\NuclearRepulsorShields\mod_info.lua"

Start the game, and activate inside the modmanger "Nuclear Repulsor Shields".



This Mod adds the following 15 buildings:

UEF Buildings:
UEF - EXPERIMENTAL - LAND : EXSD Puls: Belmont - (City Shield Generator)
UEF - EXPERIMENTAL - LAND : UHSD Puls: Cochran - (Village Shield Generator)
UEF - EXPERIMENTAL - LAND : EXHSD Puls: Bucksport - (Metropolis Shield Generator)

CYBRAN Buildings:
CYBRAN - EXPERIMENTAL - LAND : ED6: Gilmore - (Village Shield Generator)
CYBRAN - EXPERIMENTAL - LAND : ED8: Bovill - (Metropolis Shield Generator)
CYBRAN - EXPERIMENTAL - LAND : ED7: Isola - (City Shield Generator)

AEON Buildings:
AEON - EXPERIMENTAL - LAND : Cashton - (Village Shield Generator)
AEON - EXPERIMENTAL - LAND : Gloucester - (City Shield Generator)
AEON - EXPERIMENTAL - LAND : Jenks - (Metropolis Shield Generator)

SERAPHIM Buildings:
SERAPHIM - EXPERIMENTAL - LAND : Athayii Ythisioz - (Metropolis Shield Generator)
SERAPHIM - EXPERIMENTAL - LAND : Athayi Ythisioz - (City Shield Generator)
SERAPHIM - EXPERIMENTAL - LAND : Atha Ythisioz - (Village Shield Generator)

NOMADS Buildings:
NOMADS - EXPERIMENTAL - LAND : Wagos - (Metropolis Shield Generator)
NOMADS - EXPERIMENTAL - LAND : Nebis - (City Shield Generator)
NOMADS - EXPERIMENTAL - LAND : Vapor - (Village Shield Generator)



Info:
Nuke missiles collide and explode on shield impact. Nukedamage does not pass the shield, but lower the shildstrength.
The smallest Village shield can absorb up to 3 nuke missile impacts before it will be depleted.
It also can resist permanently around 2500 damage per second.

Village shields can be upgraded from Tech3 shields from all factions.
Because the City and Metropolis shields have a bigger size, they can't be upgraded from the smaller Village shields.
But you can perform an upgrade from City to Metropolis shield.

Note: They have low hitpoints and if they explode you should wear sunglasses!

Full AI support. Shields will be build with real AI platoonbuilders, and buildconditions.


Update 03.Dec.2019 (v20)
-Fixed buildtime for Cybran Shield Tech2 (now Tech3) and added missing SIZE12 for AdjacencyBuffs.
-Updated all shield script files to match Nomads standard.

Update 16.Jun.2019 (v19)
-Fixed unitnames to match the latest nomads version.

Update 27.Feb.2019 (v18)
Removed overspill damage for Shields.
(Damage will no longer be transfered to nearby shields)

Update 27.Nov.2018 (v17)
Removed (sorian) customunits implementation and replaced it with real AI platoon builders.
Fixed a bug where Cybran was unable to build Village Shields.
Fixed some shields not giving adjacency bonus if surrounded by energy buildings.

Update 28.Dec.2017 (v16)
-Fixed version check for steam games.
-Optimized experimental build platoon. 1st reactor will be build faster with more assistance from T2 engineers.

Update 19.Jun.2017 (v15)
- Renamed ShaderName from 'NomadUnit' to 'NomadsUnit'

Update 04.May.2017 (v14)
- Changed hook inside shield.lua to support all gameversions. (Patch for FAF develop version)

Update 28.Apr.2017 (v13)
- Added 3 Shieldgenerators for Nomads
- Removed texture and model files from all units. They will now loaded directly from gamedirectory. (Mod size reduced from 8.4 MB to 133 KB)

Update 07.Apr.2017 (v12)
-Fixed a bug where the Aeon Nuke is not exploding on older gameversions.
-Changed Versionsnumber from "1.2" to "12".
-Uploaded to Vault

Update 06.Sep.2016 (v11)
-Added nukeweapon and iconsupport for older gameversions.
Last edited by Uveso on 03 Dec 2019, 12:49, edited 17 times in total.
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Re: Nuclear Repulsor Shields V1.1 for all game versions

Postby Janus » 17 Mar 2017, 07:36

I really like this mod, thank you for the time and work you put into it.

Sadly, I have found a glitch with it.
On my system anyway, since no one else has said anything, I fear it may be just my system.

I am running retail SC:FA 1.5.3599 and the nukes for the Aeon impact, but do not detonate with this mod enabled.
Nukes for the other factions all work.
I am using sorian AI, lobby mod 4.4, AA to AG, Airborne engineers, Missile tracking, Quantum Rsrc gen, Ship wreckage.

While I have tinkered with a couple of mods my own, I lack the knowledge and experience in this environment to troubleshoot this.
I am learning, but know that I have a long ways to go.

I would try a newer game patch as a test, but I can't find a download link anywhere.
Please do not say to use the lobby to upgrade, I won't.
I do upgrades and updates manually.

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Re: Nuclear Repulsor Shields V1.2 for all game versions

Postby Uveso » 07 Apr 2017, 15:06

Hello Janus,

thanks for posting this bug.

It was caused by the older game version. (hook from AIFQuantumWarhead02)

Now the mod don't hook the Warhead if an older gameversion (lower then 3652) is detected.

Greetings, Uveso.
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Re: Nuclear Repulsor Shields V12 for all game versions

Postby Sepirez » 14 Apr 2017, 02:08

Love these shields man, but if there was a way you could lower them closer to the ground so that air attacks could be defended aganst ,with the larger metropolis shiled aircraft simply fly through it to bomb you, a big problem if its the serephim bomber haha!
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Re: Nuclear Repulsor Shields V12 for all game versions

Postby Uveso » 14 Apr 2017, 19:39

Hello Sepirez,

you are right :) These shields won't protect you against air attacks.

Technically its possible to lower the shields, but you can't change the shape of the shield.
They will look like a ugly convex lens, and the gameengine has problems with buildings on the edge of the shield. (buttom of a building will be inside the shield while the top of the building is outside)

These shields are only good agains nukes and artillery fire.
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Re: Nuclear Repulsor Shields V13 for all game versions

Postby Uveso » 28 Apr 2017, 03:32

Update 28.Apr.2017 (v13)
- Added 3 Shieldgenerators for Nomads
- Removed texture and model files from all units. They will now loaded directly from gamedirectory. (Mod size reduced from 8.4 MB to 133 KB)
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Re: Nuclear Repulsor Shields V14 for all game versions

Postby Janus » 12 May 2017, 01:47

Sepirez:

When using these shields you have to remember that there is no such thing as a panacea.
No single thing solves every problem.
To make maximal usage of these, you need to use a technique like coffering.
The easiest explanation goes back to WWI/WWII when trench warfare and artillery squared off.

Trenches always have square zigs and zags in them.
This prevents a single hit from taking out an entire trench.
The way it does that is that instead of trying to contain the explosion, which is impossible.
It instead redirects or reflects it.
Truly square trenches will not carry the concussion waves around corners, they reflect back instead.
Trenches with rounded or non square corners simply carry the explosion onward.
This created redundant protection against both enemy fire, and their own accidents.

When constructing your base, you assume that you will lose some of it.
Or that you will have an individual nuke go off anyway.
Use village shields over small sets of buildings, which can itself have a normal shield covering its body as well.
You then put the city or metropolis shield so it covers sets of the village shields, but outside them.
That way if it goes, or one of the village shields goes, your base doesn't completely go with it.
You can also shield the city or metropolis shield with its own village shield.
Putting a tech3 reactor between them attached to both gives you adjacency bonus as well.

In this way you get layered or basically regenerative ablative shielding, which also helps when attacked by experimentals.
The village shield should last long enough for the city or metropolis to reset.
Even if it doesn't, before they can shoot through another section, the main shield is back up.

Even if a suicide bomber teleports in, you only lose one section.
Or if units are directed to move beside your shield projector before attacking it, so as to bypass shields by accepting the losses on the way in, again, you lose only one section.

So to put it simply.
Put your buildings in groups under village shields with a standard shield.
Put groups of village shields under a pair of city shields.
Then put the pair of city shields under a metropolis.
It takes a lot of game ending artillery to get through all that, if you can generate enough power that is.

Yes, you can shoot through it, eventually anyway.
Hope that helps.

Janus.
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Re: Nuclear Repulsor Shields V15 for all game versions

Postby Uveso » 19 Jun 2017, 16:11

Update 19.Jun.2017 (v15)
- Renamed ShaderName from 'NomadUnit' to 'NomadsUnit'
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Re: Nuclear Repulsor Shields V15 for all game versions

Postby Luxcerv » 02 Nov 2017, 18:54

Having issues with it not working against nukes as mentioned in the other thread- I haven't tested yet but I'll go through and test which mod creates the confliction :)
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Re: Nuclear Repulsor Shields V1.6 for all game versions

Postby Uveso » 28 Dec 2017, 23:32

Update 28.Dec.2017 (v1.6)
-Fixed version check for steam games.
-Optimized experimental build platoon. 1st reactor will be build faster with more assistance from T2 engineers.
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