Trying to Implement Different Kind of Damage Sharing

I'm trying to make a Central Command station like the one in Startrek (Conundrum: Lysian base), or like the Droid Control Ship in Starwars, so that one ship endows all the other ships in the gravity well with all their powers.  So far I am using a modified AKKAN Targeting ability packed with about eight modifiers, but when I put in Damage Sharing, the control ship would explode before I even got to it (because it was acting like the Extend Shields ability, which I don't want)...

   What I want is for all the little ships to spread their damage out among themselves, but for them to lose their "combined shields" when the control ship is destroyed. 

  Optimally, I would like to set the degfault shield restore rate of the small ships at -5 per second, and have the control ship give a +20 bonus to shield restore, so that the individual ships' shields go down quickly after the control ship is destroyed.

   (also I tried the NotSelf modifier for the Akkan Targeting, but that caused a minidump... (because the the point of the buff was to apply to itself, oops))


   The Control Ship is made as a frigate version of the Trade Center (I tried putting fighters in it, but even at one per squad, they were too powerful for my liking)...
10,236 views 8 replies
Reply #1 Top
Hmm, interesting.. here's an idea:

What if you did it like Malice? What Malice does is take a percentage of damage taken and passes it along to all friendly ships around it. What you could try to do is make the "shield bubble" simply provide a flat damage reduction, similar to the Kol's adaptive shield, rather than have it transfer damage to the host. And at the same time, you could also "share" damage taken with the nearby ships. It's kind of a roundabout way of doing it, but I think it would simulate what you want to happen - each ship in the bubble takes less damage, but ships around it take some amount as damage sharing.
+1 Loading…
Reply #2 Top
Close enough!!! It doesn't sound like the Lynch-Pin design where you take out the main ship to cripple the fleet, but it sounds like an integral component to making it work! thanks so very much...

happiness +85
Reply #3 Top
Whisper from Helioforge: "would you like to see what my ships have found?"
Reply #4 Top
Close enough!!! It doesn't sound like the Lynch-Pin design where you take out the main ship to cripple the fleet, but it sounds like an integral component to making it work! thanks so very much...happiness +85


Well, the lead ship would apply the buff in the first place, so taking it out (or ships leaving its range) would cancel the buff on them. In addition you can do what you wanted and set the individual ships to negative shield regen (or just give them fewer shields to begin with) and have the lead ship either increase regen or add shields like you wanted. It should be possible to have all of these effects as part of a single ability :)
Reply #5 Top
Ok, maybe it will work perfectly (I was mixing your suggestions with workarounds I was considering in my head, oops)
Reply #6 Top
Maybe I could add in the Dunov's shield restore too (or any combination of all these things, oops, that would make the fleet invincible...
Reply #7 Top
Oh, got it working over the weekend, made it too powerful, and now it destroys big-honkin capital ships (used the Radiation Bomb ability to spread damage to the other spaceships better)
Reply #8 Top
Here's the current final version of my ability. I tried 4 different ways of doing it, and after tons of minidumps and a lot of alterations, this way works best for me. It is designed to be put into the standard "swarm defense ship", so that they all become support ships for one another. It's only one of three abilities that work together to make the fleet act as one entity. There are a couple more that I couldn't get working, one of which is vital to the whole Central Command design...

Oh, and "Entok" is the code name for my "race/species", but it's really just supposed to be the local militias, making it easy for me to find my files among all the others.



AbilityEntokShield.Entity


TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToTarget"
instantActionTriggerType "AlwaysPerform"
buffType "BuffEntokShieldSpreader"
targetFilter
numOwnerships 1
ownership "Friendly"
numObjects 2
object "CapitalShip"
object "Frigate"
numConstraints 1
constraint "HasShieldDamage"
range
Level:0 50000.000000
Level:1 50000.000000
Level:2 50000.000000
effectInfo
effectAttachInfo
attachType "Aura"
smallEffectName "CapitalAbility_AntiMatterRestoreActivate"
largeEffectName "CapitalAbility_AntiMatterRestoreActivate"
soundID "EFFECT_ANTIMATTERRECHARGE"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "Intrinsic"
minExperienceLevelRequired
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
aiUseTime "Anytime"
aiUseTargetCondition "ShieldDamageExceedsAmount"
onlyAutoCastWhenTargetShieldDamageExceedsAmount
Level:0 24.000000
Level:1 24.000000
Level:2 24.000000
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
isPassive FALSE
antiMatterCost
Level:0 10.000000
Level:1 10.000000
Level:2 10.000000
cooldownTime
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_RADIATION_NAME"
descStringID "IDS_ABILITY_RADIATION_DESCRIPTION"
hudIcon "HUDICON_ABILITY_RADIATION"
smallHudIcon "HUDICON_ABILITY_RADIATION"
infoCardIcon ""



BuffEntokShieldSpreader.Entity

TXT
entityType "Buff"
onReapplyDuplicateType "StackNewBuff"
buffExclusivityForAIType "NotExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 3
instantAction
buffInstantActionType "PlayPersistantAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Aura"
smallEffectName "Buff_AntiMatterRestoreSmall"
largeEffectName "Buff_AntiMatterRestoreLarge"
soundID "EFFECT_ADAPTIVESHIELD"
instantAction
buffInstantActionType "RestoreShieldPoints"
instantActionTriggerType "OnDelay"
delayTime 0.000000
shields
Level:0 40.000000
Level:1 40.000000
Level:2 40.000000
instantAction
buffInstantActionType "ApplyBuffToTargetsInRadius"
instantActionTriggerType "OnDelay"
delayTime 0.000000
buffType "BuffEntokShieldDamage"
targetFilter
numOwnerships 1
ownership "Friendly"
numObjects 2
object "CapitalShip"
object "Frigate"
numConstraints 0
range
Level:0 3000.000000
Level:1 3000.000000
Level:2 3000.000000
maxTargetCount
Level:0 5.000000
Level:1 5.000000
Level:2 5.000000
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
largeEffectName ""
soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"





BuffEntokShieldDamage.Entity


TXT
entityType "Buff"
onReapplyDuplicateType "StackNewBuff"
buffExclusivityForAIType "NotExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
buffInstantActionType "PlayPersistantAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Aura"
smallEffectName "Buff_AntiMatterRestoreSmall"
largeEffectName "Buff_AntiMatterRestoreLarge"
soundID ""
instantAction
buffInstantActionType "DoDamage"
instantActionTriggerType "OnDelay"
delayTime 0.000000
damage
Level:0 5.000000
Level:1 5.000000
Level:2 5.000000
damageAffectType "AFFECTS_ONLY_SHIELDS"
damageType "ENERGY"
isDamageShared FALSE
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"