Minor Annoyance
Deity
Has anyone used Bhuric's unofficial patch with any of the three mod "flavors" (Vanilla, Strawberry, Tropical)? I've heard it makes this work much like a game would work. One thing that bothers me about Tropical is that changes to shields.
First a history lesson. In MoO1 shields subtracted their number from attacks (shields 15 subtracted 15 damage from each attack) so it was kind of a damage filter. Armour was just your hitpoints. In MoO2 it did the damage filter part but was also a barrier of regenerating hitpoints(the subtraction worked regardless, not dependent on the barrier being up). The damper field subtracted a percentage of damage from each attack but didn't have a barrier. Armour was an extra layer of hitpoints. In MoO3 shields worked by taking a percentage of damage but had strength limit that regenerated. Like the old damper field but without the unlimited strength (The MoO3 damper field was just a shield with instant recharge). So only a fraction of damage went through the shields while they were up, but they'd all eventually get through. Armour the extra HP but had deflection value where anything under that number did no damage. So If armour had a deflection of 10 and was hit by a 7 strength attack it would take no damage, but if it was hit by a 12 strength attack it would take 12 damage. I thought this created a great synergy between shields and armour where the shields reduced damage to a point where it would be below the deflection and bounce right off the armour. So you couldn't just have really good shields and bad armour because little bits of damage would get through. I'd be death by 1000 cuts.
In Tropical it makes all the shields block 100% of damage until they fail like in MoO2. Once they fail damage would probably be well above the deflection threshold making it of little relevance, except for shield piercing weapons most of which are still 90% blocked so the small about of damage getting through would almost definitely be deflected making the shield piercing irrelevant. Aso the damper field is also 100% but recharged fast which makes it seem like it would be unstopable and also not very unique compared to MoO2. I'd probably change that to be more like the MoO2 version and hope it doesn't impair the New Orions defence, but I'll see how the other shield changes work. I don't know if they changed shields because the have a set idea of what shields should be like, which I don't having started with MoO1 where shields were just a filter and not a barrier, or if it's an important game-play change that ties in with other changes.
So has anyone played with these mods before?
First a history lesson. In MoO1 shields subtracted their number from attacks (shields 15 subtracted 15 damage from each attack) so it was kind of a damage filter. Armour was just your hitpoints. In MoO2 it did the damage filter part but was also a barrier of regenerating hitpoints(the subtraction worked regardless, not dependent on the barrier being up). The damper field subtracted a percentage of damage from each attack but didn't have a barrier. Armour was an extra layer of hitpoints. In MoO3 shields worked by taking a percentage of damage but had strength limit that regenerated. Like the old damper field but without the unlimited strength (The MoO3 damper field was just a shield with instant recharge). So only a fraction of damage went through the shields while they were up, but they'd all eventually get through. Armour the extra HP but had deflection value where anything under that number did no damage. So If armour had a deflection of 10 and was hit by a 7 strength attack it would take no damage, but if it was hit by a 12 strength attack it would take 12 damage. I thought this created a great synergy between shields and armour where the shields reduced damage to a point where it would be below the deflection and bounce right off the armour. So you couldn't just have really good shields and bad armour because little bits of damage would get through. I'd be death by 1000 cuts.
In Tropical it makes all the shields block 100% of damage until they fail like in MoO2. Once they fail damage would probably be well above the deflection threshold making it of little relevance, except for shield piercing weapons most of which are still 90% blocked so the small about of damage getting through would almost definitely be deflected making the shield piercing irrelevant. Aso the damper field is also 100% but recharged fast which makes it seem like it would be unstopable and also not very unique compared to MoO2. I'd probably change that to be more like the MoO2 version and hope it doesn't impair the New Orions defence, but I'll see how the other shield changes work. I don't know if they changed shields because the have a set idea of what shields should be like, which I don't having started with MoO1 where shields were just a filter and not a barrier, or if it's an important game-play change that ties in with other changes.
So has anyone played with these mods before?