Just a small compilation of systems I tried making, as well as fixing the shield booster recharge doing the opposite of intended. I have included 3 very different shield systems, Phase, Temporal and Quantum, each playing around two of the shield properties; durability, recharge and recharge time after being.
Temporal: constant recharging and quick recharge, also impenetrable, but very fragile
Quantum: Very durable, starts recharging faster, but recharges very slowly
Phase: durable, recharges faster but takes time before recharging
you can mix the shields if you want but they mostly counter each other so it would be pretty pointless.
Also included are Capital Turrets, adds a huge amount of turrets (5 per rarity) but drains TWs of energy, only for the really big ships, and a shield regenerator, reduces recharge time after being hit and increases recharge speed.
Scroll to the bottom of the post to see any updates on this mod and any thing else I'm working on.
pics
The numbers may seem slightly large but it needs to be this large to actually see a noticeable difference
Installation
extract the files in the data/scripts/systems folder to the matching one in your game directory
you'll need to modify the upgradegenerator.lua in data/scripts/lib folder, add the following lines after the similar ones
UpgradeGenerator.add("data/scripts/systems/Capitalturrets.lua", 1)
UpgradeGenerator.add("data/scripts/systems/ShieldRegenerator.lua", 1)
UpgradeGenerator.add("data/scripts/systems/shieldphase.lua", 1)
UpgradeGenerator.add("data/scripts/systems/shieldquantum.lua", 1)
UpgradeGenerator.add("data/scripts/systems/shieldtemporal.lua", 1)
I included a modified upgradegenerator.lua to include the new systems, if you have other mods that change the upgradegenerator.lua just add the lines after the extra ones
Any suggestions or feedback is greatly appreciated
Update***
Fixed errors I overlooked new version works fine
Update****
fixed post, saw some errors and clarified about fixing shield booster
Update *****
Fixed more errors I overlooked, pics added
Update******
After playing around quite a bit with shields, I have to acccept that the shield recharge problem is not something I can fix right now; for those who don't know, shield recharge works by decreasing the time it takes to heal shields, so if we have 50% it halves the time to fully heal shields, the vanilla game's shield booster adds positive shield regen so we increase the time it takes to heal the shield. I changed that so it decreases it instead but it gets broken when we hit really high numbers, like over 100%, we have 0s until shield heals fully, so instant shield recharge. My plan was to try and change it so we have a base value recharge %, say 2% per second, and increase that with shield recharge as I assume was the original intention. I'll keep trying to see if I can figure anything out but I'm not sure if shields are hard-coded to work how they currently are, I'll keep everyone updated as I work on this.
Capital_Turrets_+_shield_modifiers.zip