Shields And Armour [Help!]

Freeform discussion about anything related to modding Transcendence.
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H Iris
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That is interesting.

Would it be that its comparing the dammage the shield takes to the dammage given out by a weapon of the same level to determine resistance.

This could end up being a question for George to answer unless any of you guys have an idea?

For each level their is always enough data to compile a list of #standard# values:

level I

100,100,100,100, 100,100,100,100, 125,125,200,200, 300,300,500,500

level II

80, 80,100,100, 100,100,100,100, 125,125,200,200, 300,300,500,500 (pos 100,100, at the start)

level III

60, 60,100,100, 100,100,100,100,125,125,200,200,300,300,500,500

level IV

40, 40,100,100, 100,100,100,100, 100,100,125,125, 200,200,300,300

level V

40, 40, 80, 80, 80, 80,100,100, 100,100,125,125, 200,200,300,300

level VI

14,14, 60, 60, 100,100,100,100, 100,100,125,125, 200,200,300,300

level VII

8, 8, 40, 40, 100,100,100,100, 100,100,100,100, 125,125,200,200

level VIII

4, 4, 25, 25, 80, 80,100,100, 100,100,100,100, 125,125,200,200

level IX

2, 2, 14, 14, 60, 60,100,100, 100,100,100,100, 125,125,200,200

level X

0, 0, 8, 8, 40, 40,100,100, 100,100,100,100, 100,100,125,125

level XI

0, 0, 4, 4, 25, 25, 80, 80, 100,100,100,100, 100,100,125,125

level XII

0, 0, 2, 2, 14, 14, 60, 60, 100,100,100,100, 100,100,125,125

level XV

0, 0, 0, 0, 2, 2, 14, 14, 60, 60,100,100, 100,100,100,100

level XXI

0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 14, 14, 60, 60,100,100

#####This are my best guess for the standards (unless George or someone else has a better list#####
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Betelgeuse
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just to be clear the level just changes the description (and who can install it).
It has no effect on the damage done to the shield/armor.

As an additional note shield and armors have different percents per level that they say immune/resistant/vulnerable.
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H Iris
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Iocrym Algebra is easy though no idea how it relates to the shields:

e^(i*pi) = -1

See :twisted: [check it on a Rasiermesser calculator or look on the walls of the Tan-Ru-Dorem]
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Betelgeuse
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I like the form e^(i*pi) + 1 = 0

but anyway when dealing with aliens its always important to define your terms.

The mathematical constant e is the unique real number such that the function e^x has the same value as the slope of the tangent line, for all values of x. (not counting 0 of course)

Pi is a mathematical constant which represents the ratio of any circle's circumference to its diameter in Euclidean geometry (flat space).

and i is the number where i^2 = -1
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H Iris
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Heres one for all the alien's out there :twisted:

y = 1+(.5-(x-1)^2)^.5
y = 1-(.5-(x-1)^2)^.5
y = +(9-x^2)^.5
y = -(9-x^2)^.5
y = 1+(.5-(x+1)^2)^.5
y = 1-(.5-(x+1)^2)^.5
y = -(3.5-x^2)^.5
y = -(.25-x^2)^.5


come on you know you want to graph it :evil: 8)
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Betelgeuse
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what do you think graphing calculators or a some program to do that for you are for 8)

but myself I have always liked infinite sums more
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H Iris
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So are we stuck for another 12 hours before the sun rises whereever George is and he checks his computer and gives us the standard values.

Or

We can keep on speculating about alien maths and other cool :?: things {like Tan-Ru-Dorem}
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Betelgeuse
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hmm it would be cool if we had access to them in the xml and could change them at will. Like if you wanted a mod with different progressions (like more or less change between levels) without messing up the descriptions.
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ugh..

scribble scribble scribble

1 + 1 = 2

Ta Da~!
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FAD
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I suppose you'd have to think in levels here. That being each level has a set margin which determines the threshold of vulnerability/resistance.

Take a level 1 shield and god-mod it to be completely immune to everything. Then take that shield up against a Phobos and see how quickly it gets depleted. :shock:
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H Iris
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Imune or resistant?

The difference is a lot. For a resistant shield (lower values on the 'damageAdj=' line of code) Dammage will still be taken from higher level weapons. But a 'God Mod' shield wouldnt take anything as when 'damageAdj=' is 0 no dammage is taken [Called immune in the item inventory] or an even better 'God Mod' place the line of code 'reflect=' in the '<shields ... />' and then specify all types of attack :twisted: now that is a 'God Mod' 8)
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H Iris
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This is the list of standard (not resistant, immune or vulnerable) that I compiled out of the game using TransData to give me a list and their in game specifications and then only selecting the ones that aren't ##Special##


Armour

level I
Titanium Plate
100,100,100,100, 100,100,100,100, 125,125,200,200, 300,300,500,500

level II
Heavy Titanium Plate
80, 80,100,100, 100,100,100,100, 125,125,200,200, 300,300,500,500

level III
Light Plasteel Plate
60, 60,100,100, 100,100,100,100,125,125,200,200,300,300,500,500

level IV
Plasteel Plate
40, 40,100,100, 100,100,100,100, 100,100,125,125, 200,200,300,300

level V
Heavy Plasteel Plate
25,25, 80, 80, 100,100,100,100, 100,100,125,125, 200,200,300,300

level VI
Advanced Plasteel Plate
14,14, 60, 60, 100,100,100,100, 100,100,125,125, 200,200,300,300

level VII
Light Orthosteel Plate
8, 8, 40, 40, 100,100,100,100, 100,100,100,100, 125,125,200,200

level VIII
Orthosteel Plate
4, 4, 25, 25, 80, 80,100,100, 100,100,100,100, 125,125,200,200

level IX
Heavy Orthosteel Plate
2, 2, 14, 14, 60, 60,100,100, 100,100,100,100, 125,125,200,200

level X
Diamond Lattice Armor
0, 0, 8, 8, 40, 40,100,100, 100,100,100,100, 100,100,125,125

level XI
Neutronium Plate
0, 0, 4, 4, 25, 25, 80, 80, 100,100,100,100, 100,100,125,125

level XII
Iocrym Plate
0, 0, 2, 2, 14, 14, 60, 60, 100,100,100,100, 100,100,125,125

level XV
Dark Matter Plate
0, 0, 0, 0, 2, 2, 14, 14, 60, 60,100,100, 100,100,100,100

level XXI
Hierosteel Plate
0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 14, 14, 60, 60,100,100


Shields

level I
Class I Deflector
100,100,125,125, 200,200,275,275, 350,350,425,425, 500,500,575,575

level II
Class II Deflector
95, 95,100,100, 175,175,250,250, 325,325,400,400, 475,475,550,550

level IV
Class III Deflector
80, 80, 90, 90, 125,125,200,200, 275,275,350,350, 425,425,500,500

level V
Yoroi S100
70, 70, 80, 80, 100,100,175,175, 250,250,325,325, 400,400,475,475

level VI
Yoroi S500
60, 60, 70, 70, 95, 95,150,150, 225,225,300,300, 375,375,450,450

level VII
Yoroi MX
50, 50, 60, 60, 90, 90,125,125, 200,200,275,275, 350,350,425,425

level VIII
Plasma Shield Generator
30, 30, 50, 50, 80, 80,100,100, 175,175,250,250, 325,325,400,400

level IX
Iocrym Veil
10, 10, 30, 30, 70, 70, 95, 95, 150,150,225,225, 300,300,375,375

level X
Lazarus Shield Generator
10, 10, 10, 10, 60, 60, 90, 90, 125,125,200,200, 275,275,350,350

level XIII
Iocrym cocoon
0, 0, 0, 0, 10, 10, 60, 60, 90, 90,125,125, 200,200,275,275
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H Iris
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The values in the list above appear to be right for all of the levels with a little bit of variation possible.
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FAD
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H Iris wrote:Imune or resistant?

The difference is a lot. For a resistant shield (lower values on the 'damageAdj=' line of code) Dammage will still be taken from higher level weapons. But a 'God Mod' shield wouldnt take anything as when 'damageAdj=' is 0 no dammage is taken [Called immune in the item inventory] or an even better 'God Mod' place the line of code 'reflect=' in the '<shields ... />' and then specify all types of attack :twisted: now that is a 'God Mod' 8)
I beg to differ.
Make a lvl 1 shield that's completely immune to laser ('damageAdj= 0') and then take an X-ray laser, enhanced +150 and with a laser collimator installed--upping it to +250, it WILL collapse that shield.
Do know that there is a threshold on immunity where it can be breached. We had a discussion on this quite a while ago.

As for reflect, even that is not immune since the shield can be weakened by the very weapon it's supposed to reflect. The more damage the shield takes, the less reflect-ability it will have.
Same with armor - Dwarg Master with particle reflect, a particle weapon can still kill it...just takes a bit longer to do so.
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Betelgeuse
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FAD can you point me to that thread.
I know when it says immune it doesn't always mean damageAdj= 0. I know you can damage stations no matter what damage you do but not shields.

Reflect works on a chance to reflect based on the hp of the shield left. ie the more hp left the more likely to reflect.
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