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Shield Remodulation Idea Is their an mod or even any modders that could create the ability to remodulate shields? You may think theirs no practical use for this but For example you could modulate your phasers and torpedoes to the frequency their shields are at so they skip the shields all together. Adds a bit of strategy me thinks ^_^ Also you could have the ability to tell Felix(Tactical Officer) to constantly remodulate the shields which will keep you protected...for a little while at least as constantly remodulating the shields could take up the reserve power like cloak does. To find a ships shield frequency you must set your sensors to maximum, which would actually give a reason to divert power to sensors and scan target. Opinions? |
Re: Shield Remodulation Idea Well that would be gr8 but there have been lots of threads about these before and no modder has had any luck with it, i am partly a scripter but i have no exprience with this type of mod, i will try and see what i can do but the results may not be good. Jdiplock Out |
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Re: Shield Remodulation Idea good idea, it would be best effective against the borg of course. The question is what sort of variables are you asking the computer to take in consideration. If when "what" the shields are penetrable. If when "Then" the shields return to normal. and can a total new script be created for this |
Re: Shield Remodulation Idea well isn't there a mod, that would let you scan a target and see its stats. well that would give you a base, all ship hardpoints could then be modified to involved a special sheild frequency, if that frequency is found the phasers could have a script that would have the set frequencys in it, and when set the sheilds would drain at 200 times there normal damage rate hence fire thru sheilds. Just an idea. I think its possible with python scripts if you have set stuff in there. and with that mod that lets you scan stuff and see it. |
Re: Shield Remodulation Idea You lost me a python scripts i take it thats the full name for .pyc files. But if this could be accomplished i'd be greatly in your debt as would many other people. And fireing through shields your right is hard to do as i hear those modders trying to make Phase plasma torpedos are having a hard time at it but increased damage is definatly a good idea ^_^ |
Re: Shield Remodulation Idea it could be done with alot of scripting, but to make it fair there would have to be something so you could reset your shield freqeuncy, maybe something that just makes random frequency numbers? cause it wouldn't be much fun to play with no shields the whole time, and to find the shield frequency it should also require a intensive scan for a good deal of time, so you couldn't just scan quick, then start blasting the heck out of your enemy. |
Re: Shield Remodulation Idea The sheild frequency of TNG era onwards ships is a closely guarded secret, and is not detectable by any alpha quadrant sensor systems, no matter how deep the scan. Otherwise the Duras Sisters would have found it much easer to blow up the Ent-D, in Generations. Also since the battle of Wolf 359 all Federation ships use a Fractal based algorithem, to randomly modulated sheild frequuency. Check the battle sequence in First Contact for examples. Since therefor the Borg being the only Species that have advanced Sensors capable of this, it may be easear to give Borg weapons a percentage chance of phaseing through sheilds, on the basis that they are checking every available sheild frequency. |
Re: Shield Remodulation Idea well, a way possibly to do it is knock on ONE shield, then scan it for the sheild frequecy. Fire a few times, then after so long the frequency failes till you bring down ANOTHER sheild and do ANOTHER scan. Then if you disable sheild generator, you have no need to scan any more. but we would hafta take it one step at a time. i don't have the skills to do it as i don't understand Python Script enough to do it for bc. (yes Python is what the .PY is on scripts) but somethin like App.TGParagraph_CreateW(App.TGString("Shield Status:")), 0, y, 0) for Shield in range(App.ShieldClass.NUM_SHIELDS): pScienceScanWindow.AddChild(App.TGParagraph_Create W(App.TGString(str(pTarget.GetShields(Frequency).G etCurShields(Shield)))), 0.15, y, 0) y = y + 0.02 I doubt that would work in the Marine capture mod, but possibly might i don't know i don't have it on my computer. (i just opened the py for it) and for the ships just put in a series of frequencies for ships. |
Re: Shield Remodulation Idea Or simply create an entirely new beam that takes up alot of power and is fired over a narrow range to simulate firing different frequencies at the shields. This beam would then return the frequency for one of the six shields in BC and render that shield useless against other weapons the attacker would have, once its power reserves build up enough for them to start firing, and hoping that the attacked wouldn't remodulate before then. And as for the remodulation algorithm, just set it as a TMP era ship or early TNG... Since there are only a set number of mudulations (federation range divided by resolution), you could always have a multiphasic array firing until the right one is hit and, say, a torpedo at that resolution is fired. Then the shields return (as the ship remodulates) and the whole thing starts again. ...all sorts of ways... |
Re: Shield Remodulation Idea I don't think it has to be as involved as giving ships actual frequencies. This is how I think it can be accomplished... As you know, if you are the player, you have the ability to direct power to and from your shields through the engineering menue. What if that is possible with AI ships, except you have a mod that will lower the shields of the ship after you scanned it, hit it, or whatever. Then you can attack the ship without needing to go through the shields. Of course, this would mean that all the other ships in your fleet can hit the target to without going through the shiels, unless the mod program makes an exception for the player, or any other vessel that was able to lower the shields (find the modulation frequency), henceforth, not allowing other vessels the ability to fire through the shields. However, this opportunity of attack should only be allowed for a limited time. Then the shields go back up and you have to go through the task of lowering the shields again. This should consume the back up reserve powers significantly or disable weapons untill a resolution to lower the shields is achieved. I don't know if this made any sense, but if it did, I hope it helps. |
Re: Shield Remodulation Idea I don't know if it could be done. For one the scripting would have to be perfect and close to 500 pages long!! Second there are very few people that would know what to put in the script first since there is no base for it in the App file, or any other. Third there are millions of Variables to calculate which in turn require advance mathmatical calculations... including factorial, %, multiply, devide, Differentiation, Derivative, and skills in Calculus,Trig,Algebra 2,and Algebra 1!!! Fourth it would require YEARS of work, which would be like making another game from nothing since there is no basis for the scripting and almost ALL files would have to altered in some way to import that script.Fifth you would then have to hope that it was able to be scripted in the right order so that the other files could read it. It would just be too hard but I am sure that as peoples knowlege goes up about .PY files and AP Math then It could be VERY VERY VERY hard and time consuming but then it could work. 036dhbrd PS One of the combonations of using factorial would be to add up all the ships in-game that you have or really so everybody could use it EVERY SHIP/STATION ON EVERY WEBSITE THAT IS RELATED WOULD HAVE TO BE ADDED then imput this into a claculator(X!) or in person X*X*X*X*X*X*X...(for example, say there is 200000 files of ships and stations on the World Wide Web so imput into a calculator,<200000!> or by hand <200000*199999*199998... all the way down to *1>.Now my calculator is a TI-89 Advance Math eddition and it is giving be Error:Overflow, and the computer canculator is alone eating 87% of 768.58MB DDR RAM!! Try it on your calcator/computer!!!) 036dhbrd |
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