Romulan Mining Shield
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posted on June 13th, 2011, 8:41 pm
This mod will make the Romulan mining station support the shields of nearby Romulan mining freighters up to either short or medium range. It's supposed to simulate the mining freighters not having a shield themselves, but the station putting a shield around the freighters.
Basically, the mining freighter does not start out with a shield when it is built, but as long as it's near a mining station, it'll have a shield.
I just have one question that's not covered in the guide. What is this "hitCondition" command supposed to do?
Basically, the mining freighter does not start out with a shield when it is built, but as long as it's near a mining station, it'll have a shield.
I just have one question that's not covered in the guide. What is this "hitCondition" command supposed to do?
posted on June 13th, 2011, 9:19 pm
Just so you know, this will be a HUGE nerf to the Romulans
.
Moving away from your station under the guns of your starbase will remove your shields and:
A. Allow anything with medium range or more to shred your miners.
B. Allow Borg to begin transporting onto them as soon as they're away from the station.
C. Render miners that "hide" or run away to be destroyed with ease.
Not saying it shouldn't happen, just making others aware of what will happen to dem poor Rommies

Moving away from your station under the guns of your starbase will remove your shields and:
A. Allow anything with medium range or more to shred your miners.
B. Allow Borg to begin transporting onto them as soon as they're away from the station.
C. Render miners that "hide" or run away to be destroyed with ease.
Not saying it shouldn't happen, just making others aware of what will happen to dem poor Rommies

posted on June 13th, 2011, 10:37 pm
Thanks for the insight.
Here are the details on how it will work.
The station will transfer shield energy to 3 mining freighters and for 6 seconds, continue transferring enough energy to maintain and regenerate the shields. After that, the station has to discontinue for 1 second to recharge the emitters. That will give you a window of opportunity to attack and/or board the miners. However, once the emitters fire, the shields will be back up to full strength.
Here are the details on how it will work.
The station will transfer shield energy to 3 mining freighters and for 6 seconds, continue transferring enough energy to maintain and regenerate the shields. After that, the station has to discontinue for 1 second to recharge the emitters. That will give you a window of opportunity to attack and/or board the miners. However, once the emitters fire, the shields will be back up to full strength.
posted on June 14th, 2011, 12:47 am
Quite a interesting concept, a very well thought out idea. 

posted on June 14th, 2011, 12:53 am
The idea isn't completely mine. I'm just implementing the idea from this thread:
//www.fleetops.net/component/option,com_smf/Itemid,3/topic,10336.0/
//www.fleetops.net/component/option,com_smf/Itemid,3/topic,10336.0/
posted on June 14th, 2011, 1:21 am
By the way, the project isn't getting off to a good start right now.
posted on June 14th, 2011, 2:45 am
While I think this a really interesting idea and could be cool, I think that it would be to great a nerf to the Romulans because that would make the transfer of miners and even running with miners almost impossible
posted on June 14th, 2011, 9:39 am
Maybe it should be a fed thing, to stop them from retreating to the starbase so often.
Nerf their mining a bit so they can't just turtle, but not outright cripple it. Allow them to hang in longer under fire but if they leave the mining station they lose shields
Nerf their mining a bit so they can't just turtle, but not outright cripple it. Allow them to hang in longer under fire but if they leave the mining station they lose shields
posted on June 14th, 2011, 1:58 pm
Well, in the mean time, can someone help me debug this crash problem I'm having. It only crashes after the mining station is selected from the build menu and the mouse moves away from the user interface.
Attachments
RomulanMining.zip
- (5.05 KiB) Downloaded 296 times
posted on June 14th, 2011, 4:27 pm
Unleash Mayhem wrote:Maybe it should be a fed thing, to stop them from retreating to the starbase so often.
Nerf their mining a bit so they can't just turtle, but not outright cripple it. Allow them to hang in longer under fire but if they leave the mining station they lose shields
^THIS!!!!11




















posted on June 14th, 2011, 4:41 pm
Everyone is always wanting the Federation to be nerfed. Try saying that after a fleet of scout cubes destroys one expansion after another while taking minor damage from your small group of Intrepids.
posted on June 14th, 2011, 4:52 pm
TChapman500 wrote:Everyone is always wanting the Federation to be nerfed. Try saying that after a fleet of scout cubes destroys one expansion after another while taking minor damage from your small group of Intrepids.





posted on June 14th, 2011, 5:16 pm
TChapman500 wrote:Everyone is always wanting the Federation to be nerfed. Try saying that after a fleet of scout cubes destroys one expansion after another while taking minor damage from your small group of Intrepids.
if u cant beat scubes with intrep spam then ur at fault, not the feds. feds have plenty of answers to the borg question. and if ur intreps got schooled by scubes then u made some serious mistakes. or u used too few intreps.
posted on June 14th, 2011, 7:19 pm
Last edited by Anonymous on June 14th, 2011, 7:22 pm, edited 1 time in total.
Well, I got the crashing problem solved. Now to figure out what is keeping the mining freighters from getting their shields.
EDIT:
I've won as Borg using the scout cube rush and I've lost to a scout cube rush. They are extremely difficult to defeat. Well, all the Federation has to do is put up a single torpedo turret as Mayson and you can hold them off until that sphere comes, but other than that and the Sangs, I haven't seen anything that can stop a scout cube rush.
EDIT:
I've won as Borg using the scout cube rush and I've lost to a scout cube rush. They are extremely difficult to defeat. Well, all the Federation has to do is put up a single torpedo turret as Mayson and you can hold them off until that sphere comes, but other than that and the Sangs, I haven't seen anything that can stop a scout cube rush.
posted on June 14th, 2011, 7:27 pm
you shouldnt build a torp turret either, ships will be a much better investment of that ridiculous sum of money.
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