Hi everyone,
I've created a mod which introduces two new shields to Stellaris. One has high capacity but low regeneration, the other with high regent but low capacity.
My intention with this mod is to encourage diversity of shield design on ships, rather than simply adding shields without any thought.
Here's the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1932115783
Additionally, here's a bit more detail on the mod itself:
Two new variants of shield generators, one featuring high hp with low regen, and another providing low hp with a high regen rating.
The two new variants are labelled "high capacity" and "regenerative".
High capacity shields generally provide x3 increased maximum shield hit points, but a halved rate of regeneration.
Regenerative shields provide roughly 25% less maximum shield hitpoints when compared to vanilla shields, however regeneration rates are increased by roughly 5 times.
For example:
Original MK1 Shield Values:
Small Shield hitpoints = 50
Medium Shield hitpoints = 125
Large Shield hitpoints = 300
Small Shield regeneration rate = 0.50
Medium Shield regeneration rate = 1.25
Large Shield regeneration rate = 3.00
New Variant Values
MK1 High Capacity Deflector Values:
- Small Shield variant not available -
Medium Shield hitpoints = 375
Large Shield hitpoints = 900
- Small Shield variant not available -
Medium Shield regeneration rate = 0.625
Large Shield regeneration rate = 1.50
MK1 Regenerative Deflector Values:
- Small Shield variant not available -
Medium Shield hitpoints = 93
Large Shield hitpoints = 225
- Small Shield variant not available -
Medium Shield regeneration rate = 5.00
Large Shield regeneration rate = 15.00
This mod is part of the Tronworks Stellaris Mods Collection.
Tested with various mods & appears to be compatible. This mod is unlikely to be affected by other mods which affect shield values.
Confirned compatibility with:
NSC
Extra ship components
I'm keen to understand if any changes could improve this minor mod. If you have any suggested changes or other feedback then I'll attempt to factor them in to future changes or new mods
Change log
I've created a mod which introduces two new shields to Stellaris. One has high capacity but low regeneration, the other with high regent but low capacity.
My intention with this mod is to encourage diversity of shield design on ships, rather than simply adding shields without any thought.
Here's the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1932115783
Additionally, here's a bit more detail on the mod itself:
Two new variants of shield generators, one featuring high hp with low regen, and another providing low hp with a high regen rating.
The two new variants are labelled "high capacity" and "regenerative".
High capacity shields generally provide x3 increased maximum shield hit points, but a halved rate of regeneration.
Regenerative shields provide roughly 25% less maximum shield hitpoints when compared to vanilla shields, however regeneration rates are increased by roughly 5 times.
For example:
Original MK1 Shield Values:
Small Shield hitpoints = 50
Medium Shield hitpoints = 125
Large Shield hitpoints = 300
Small Shield regeneration rate = 0.50
Medium Shield regeneration rate = 1.25
Large Shield regeneration rate = 3.00
New Variant Values
MK1 High Capacity Deflector Values:
- Small Shield variant not available -
Medium Shield hitpoints = 375
Large Shield hitpoints = 900
- Small Shield variant not available -
Medium Shield regeneration rate = 0.625
Large Shield regeneration rate = 1.50
MK1 Regenerative Deflector Values:
- Small Shield variant not available -
Medium Shield hitpoints = 93
Large Shield hitpoints = 225
- Small Shield variant not available -
Medium Shield regeneration rate = 5.00
Large Shield regeneration rate = 15.00
This mod is part of the Tronworks Stellaris Mods Collection.
Tested with various mods & appears to be compatible. This mod is unlikely to be affected by other mods which affect shield values.
Confirned compatibility with:
NSC
Extra ship components
I'm keen to understand if any changes could improve this minor mod. If you have any suggested changes or other feedback then I'll attempt to factor them in to future changes or new mods
Change log