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Thread: tacticalmodules with ignoreresonancebattery set

  1. #1
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    tacticalmodules with ignoreresonancebattery set

    As far as I could see, knowing if resonance battery may work with certain fields was some kind of trade secret, therefore I decided to create this list, to solve this terrible issue .


    Following is the list of modules with ignoreresonancebattery = 1:

    Aura Type ID Full Name
    Friendly 7600 Hidden Cache I
    Friendly 7601 Hidden Cache Favored I
    Friendly 7606 Combined Defense I
    Friendly 7612 Fire Support I
    Friendly 7613 Fire Support Favored I
    Friendly 7614 Fuel Air Munitions
    Friendly 7615 Fuel Air Munitions - Favored
    Friendly 7617 Radiation Suppressor
    Hostile 7618 Radiation Supp Extinguisher
    Friendly 7501 Berserker Effect I
    Friendly 7502 Berserker Effect II
    Friendly 7503 Highlander Field
    Friendly 7504 May Berserker Effect
    Hostile 7505 Fallout Nuclear Field
    Friendly 7506 Nighthawk Submerge Defense
    Friendly 7508 Kodiak Missile Field
    Friendly 7510 Avenger Field
    Friendly 7513 Scout Command Field
    Friendly 7514 Hulk Command Field
    Friendly 7515 Hades Command Field
    Friendly 7516 Sapper Command Field
    Friendly 7518 Hellhound Stacking Field
    Friendly 7519 Hellhound Gestalt-4 Field
    Friendly 7520 NPC Hellhound Stacking Field
    Friendly 7521 Wrath Alpha Strike
    Friendly 7522 Wrath Berserker Effect
    Friendly 7523 Wrath Missile Field
    Friendly 7524 Unshackled Alpha Strike
    Hostile 7525 Combustion Trigger
    Friendly 7526 Hellhound Berserk Reduction Field
    Friendly 7527 Dante's Novastorm Field
    Friendly 7528 Limited Behemoth Field
    Hostile 7530 Aegis Support Field 1
    Friendly 7531 Aegis Support Field 2


    Following is the list of hulls with builtin modules, and in bold red, the modules from the table above, i.e. modules with ignoreresonancebattery=1:

    Hull's ID Hull's Full Name Hull's Builtin modules
    4032 Destroyer ECM 7440
    4082 Nighthawk 7506
    5113 Berserker 7501
    5135 Hellhound 7518, 7519
    6002 Highlander's Nuclear Cruiser 7503
    6003 Grimshine's Berserker 7502
    6013 Phantom Nighthawk 7506
    6014 Savage Kodiak 7508
    6015 Avenger 7510
    6016 Frostburn Interceptor 7511
    6028 Grimshine's Wrath 7521, 7522, 7523
    6030 Unshackled Hellhound 7503, 7518, 7524
    6032 Dante's Novastorm 7527
    6033 Hellstar 7502, 7521, 7529
    6035 Omega Behemoth 7528
    6037 Aegis Support Ship 7530, 7531

    So, I hope i got it right, have fun .

    Edit:

    Following is the list of modules without ignoreresonancebattery = 1, used as builtin modules in the hulls listed above:

    Aura Type ID Full Name auraRange Extra info
    Friendly 7440 Destroyer ECM 120 ( raw: 600 ) auraAffectsShips is set
    auraAffectsProjectiles is set
    Hostile 7511 Interceptor Cryogenic Field 60 ( raw: 300 ) auraAffectsShips is set
    auraaffectsregions is set
    Friendly 7529 Hellstar Drone Spawner 10 ( raw: 50 ) auraInvisible is set

    The purpose of this post is to provide the raw information. I let the interpretation of these data to the users .

    Just my 2 cents on the last table, simply based on the data and no personal experience with the hulls: I expect auraAffectsShips (bold yellow) to be the trigger for the resonance battery here, which would mean ID 7529 doesn't trigger it.
    Feel free to add your inputs, especially if I'm wrong .

    Edit2:
    For clarity: the idea is: auraAffectsShips set triggers resonance & affected fleet is defined by Aura Type.
    Last edited by Kimmy Jongy; 05-30-2015 at 09:52 PM. Reason: added 3 missing modules in extra table to complete list of builtin modules: 7440, 7511, 7529. Edit2: pointed the obvious too
    Moo> learn to drive, and learn how to hit them so you don't finish in a corner
    Punisher666 (NBK)-13062> learn to drive mooo??? lmao
    Punisher666 (NBK)-13062> your a feckin lvl 20 or something lmfao

  2. #2
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    So if I'm reading this correctly the Red bold has NO effect on resonance battery effect while the yellow DOES trigger it?...I'm confused on how the resonance battery actually works....I don't get it....kinda like how I don't get Twitter

  3. #3
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    If a ship that is equipped with a ressonance battery is in a feild that will charge the battery then the ship gets +20% resistance, speed, & weapon damage. It does not matter if the field is positive (Wake-3, Nav-3) negative (Armor Bypass-3) or neutral (ECM field on a non-sub).

    If the battery is being charged by 2 fields the bonus goes to 30%. 3 fields & the bonus should be 35%, etc. (NOTE: I have never tested beyond 2 fields.)

  4. #4
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    OK ty....so what what would be the best uses ?....fleet v.fleet like in arena ? Just curious cause I've had the resonance battery for quite sometime and never even considered using the special.

  5. #5
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    I actually put it on my carriers & used an ECM or Hurricane with nav-3 to power the battery. I used to use it for base hitting back when carriers were the shiznit! lol. I have not used it on any new ships, but still use the carriers with nav-3 monarch to kite reavers in campaigns or other reaver things.

  6. #6
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    Quote Originally Posted by Gorilla View Post
    So if I'm reading this correctly the Red bold has NO effect on resonance battery effect while the yellow DOES trigger it?...I'm confused on how the resonance battery actually works....I don't get it....kinda like how I don't get Twitter
    red bold is where the key is explicitly provided in the data file, i.e. if kix didn't fuck it up badly, there is no chance it will trigger resonance battery.
    yellow bold is my guess at what is needed to get it working, AFAIK it does work for frostburn on the enemy side, and with ECM on the player side ( correct me if I'm wrong ). For hellstar, it would be really weird if it was active, as it would only be for the drone launcher builtin special; but we all know kix' programming can be so bad sometimes, they may have forgotten it, and then my yellow bold guess would be in fact useless, and all builtin fields without the explicit key, would work.

    For the tactical specials, I didn't list anything special, as it was not the point of this post.
    Last edited by Kimmy Jongy; 06-16-2015 at 09:44 PM.
    Moo> learn to drive, and learn how to hit them so you don't finish in a corner
    Punisher666 (NBK)-13062> learn to drive mooo??? lmao
    Punisher666 (NBK)-13062> your a feckin lvl 20 or something lmfao

  7. #7
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    Ty D.P....and Kimmy....much appreciated.

  8. #8
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    For reference an outdated link, at least ECM is covered:

    https://helpcenter.kixeye.com/hc/en-...-special-work-
    Moo> learn to drive, and learn how to hit them so you don't finish in a corner
    Punisher666 (NBK)-13062> learn to drive mooo??? lmao
    Punisher666 (NBK)-13062> your a feckin lvl 20 or something lmfao

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