Shield Mitigation Modding

Some info on it please.

I've been messing around with sins for a bit , mostly just ship/structure values, not much ability/buff, and decidided I'd like to try something different with shields.

Instead of shields like we have now which can take a set amount of damage and mitigates more damage as it is dealt more, I'd like to create ships that have almost no shields(seriously, like 1 point just to keep mitigation on) and start with really high mitigation that goes down as it takes larger amounts of damage. A dispersion field instead of traditional shield. It wouldn't absorb any damage, just keep the hull from taking all of it until it's saturated with lots of enemy fire.

Problem is, I obviously can't get this to work. In fact, when I mess with max mitigation it doesn't seem to do anything and I cant find where to change how mitigation rises/falls. I've seen mods that change mitigation, so I was wondering how this was possible, or if it is possible at all?

9,452 views 6 replies
Reply #1 Top

Well, each race's entity file contains this:

shieldData
 shieldAbsorbGrowthPerDamage 0.001
 shieldAbsorbDecayRate 0.0125
 shieldAbsorbBaseMin 0.15

AbsorbBase is the starting mitigation, increases .1% per damage point, and decays by 1.25% per second.

In theory, you can change the BaseMin to your desired number (like .60), null the decay rate, and invert GrowthPerDamage so it decreases rather than increases. The engine should be doing simple math with these, and unless it's trying to store these values in unsigned ints it should work.

The only possible issue would be what happens if it hits 0. The engine provides for a mitigation ceiling (each entity has the max mitigation value), but it doesn't have anything for a floor. So who knows what might happen if it goes negative.

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Reply #2 Top

Ok, thanks Annatar. I didn't think to look in the race entity files. That was my idea to change the growthperdamage to negative, but I didn't think about what would happen once it reached zero, I assumed it would stop at 0%, but you bring up a good point. Time to run some more tests.

Reply #3 Top

Hmm...it doesn't seem to be working at all. Nothing seems to have changed despite changing the shield parameters to

shieldData
    shieldAbsorbGrowthPerDamage -0.001
    shieldAbsorbDecayRate 0.0000
    shieldAbsorbBaseMin 0.50

The info card still starts at 15% and goes up to max base mitigation and the damage recieved seems to be the same as well.

Reply #4 Top

Are you modding Entrenchment?

Reply #5 Top

No, vanilla.

Reply #6 Top

can you actually put in formulae here instead of just plain numbers? I thought I'd take some ideas from an old thread and rebuild mitigation. basically just for my private mod. you know, make it scale more exponentially and not that it easily reaches its cap with relatively few ships.