Removing shield mitigation?

I'm trying to remove shield mitigation for the purposes of modding, but I seem to be at the stage where I set it at 0%, but it is stuck appearing at 15%.

 

Is it really at 15%, or is that just a graphical error and it's at 0%?

 

Is the error fixable, or am I doomed to have to deal with it?

 

10,345 views 15 replies
Reply #1 Top

Is it really at 15%, or is that just a graphical error and it's at 0%?
End of quote

While I have not tested this myself, I believe it is a graphical error. An old mod for Entrenchment removed shield mitigation and the author said while it will always show as 15% it was not reducing any damage.

The only way to remove shield mitigation from the infocard is to get rid of shields entirely unfortunately.

Reply #2 Top

I remember that exact response, but I'm not sure if it applies to Rebellion. Didn't earlier versions of Sins have shield mitigation that was fixed? I seem to remember a time before it slowly increased as you were hit.

Reply #3 Top

Minimum shield mitigation is set in each race's player file...IIRC, setting that to zero and then setting max shield mitigation to zero for each entity will remove it from the infocard....

Reply #4 Top

Seleceia is correct. The guy who made that old Entrenchment mod entirely forgot about the player files.

Reply #5 Top

Quoting Seleuceia, reply 3

Minimum shield mitigation is set in each race's player file...IIRC, setting that to zero and then setting max shield mitigation to zero for each entity will remove it from the infocard....
End of Seleuceia's quote

 

Hmm, if I do that, does that mean I don't have to change it manually on every ship to zero as well?

 

In addition, does it work similarly for removing armor, because I know there's a value for that too.

Reply #6 Top

shieldData
 shieldAbsorbGrowthPerDamage 0.001000
 shieldAbsorbDecayRate 0.012500
 shieldAbsorbBaseMin 0.150000

Those are the lines that matter...

I would guess that if you set the growth to zero, the max values in each entity are irrelevant provided there is no way a target could get a buff to shield mitigation...

Reply #7 Top

Quoting Seleuceia, reply 6

shieldData
 shieldAbsorbGrowthPerDamage 0.001000
 shieldAbsorbDecayRate 0.012500
 shieldAbsorbBaseMin 0.150000

Those are the lines that matter...

I would guess that if you set the growth to zero, the max values in each entity are irrelevant provided there is no way a target could get a buff to shield mitigation...
End of Seleuceia's quote

 

I tried that and I THINK it's working. And the shield mitigation view has stopped entirely.

 

Now I have a new question:

 

I want to have some weapons penetrate shielding of one race, but not another.

 

What I think I could do to simulate that is have the Advent have a lot of shielding, but with 0 mitigation, while the Vasari have very little shielding, but with 90% mitigation.

 

Then, I would set certain weapons as shield penetrating at 100% like the phase missiles.

 

Would that make the weapon ignore mitigation, and do 10x damage to the Vasari ship, while damaging the Advent ship normally?

 

Or would I have to figure something else out?

Reply #8 Top

I mean, you could always just give one race a research that makes their shields immune to phase weapons.

Reply #9 Top

Quoting Volt_Cruelerz, reply 8

I mean, you could always just give one race a research that makes their shields immune to phase weapons.
End of Volt_Cruelerz's quote

 

Oh, okay.

 

So race A has lots of shields and no mitigation, and is immune to shield piercing.

 

Race B has weak shields and 90% mitigation.

 

Weapon Z has 100% Phasing, so it does full damage to race B, but doesn't do anything special to race A?

 

Mission accomplished?

Reply #10 Top

Yep.

Reply #11 Top

Quoting Lavo_2, reply 10

Yep.
End of Lavo_2's quote

 

Is there a way to apply the research at start?

Reply #12 Top

Take a look at Goa's E4X and Star Wars mods.  He has some researches that are "completed" from start.  I know part of it is setting the research levels to 0, but I think it also requires that whatever affect the research has allows you to set a "base value" for that affect.

And sorry, got a little confused reading your post regarding phase missiles, shields, and mitigation... bear in mind that phase missile bypass is for both shields and mitigation.  But as Volt said, there is a value out there you can use that "stops" the phase missiles from bypassing.  However, I thought I just got through reading someplace that it's bugged?  I don't know for sure, though.

Reply #13 Top

It got fixed a while back.

Reply #14 Top

Ok, thanks Volt.  It's possible that I accidentally hit on an old thread and saw that and didn't realize it as I can't find it now.

EDIT: Found it... yup, old thread (1 year almost to the day).  *sigh*  Gotta pay better attention to that....

Reply #15 Top

Alternatively, if the tech method is borked, you can make a passive ability that makes ships invulnerable to shield bypass. This might even be the better way to go, so that weaker ships such as scouts, would be partially or fully vulnerable to shield bypass.