Shield strength indicator:

The shield works on any unit with the 'repulsor1' weapon attached. The on/off button ceases to work; however, friendly fire will pass right through the shield to avoid the shield being drained via FF on purpose.
Requirements:
Download LinksSpring 0.70bX
Absolute Annihilation 1.44
Notes:
- v1 was tested with spring 0.70b1
Shield Mod v1
-This includes the new spring.exe, and the modifications I made to AA1.44S as well as a partial VSS report that includes most of the code changes i've made. (On/Off button works; Fire mode selector changes from off,bounce,collision.)
Patch .diff for PlasmaRepulsor.cpp
-Patch for 0.70b1
[Edit]Original Post:
I recently started modding a few aspects of the Plasma Repulsor that are hard coded into the spring engine.
I made two changes to the way that projectiles interact with the field. First, projectiles no longer bounce and are slowed down significantly to approximately less than 1% of their velocity almost instantly upon entering the field. Second, the projectiles explode once their speed drops below 1.0.
Also, I changed the graphics a bit and made a visible 'shield' impact that changes color based on the ammout of energy in your reserves. Its based on (energy / max_energy) and the color ranges from green to red, where green is 100% and red is less than 10%, it becomes yellow around 50% and looks pretty good.
Do these changes fundamentally alter the balance of the game in any sigificant way, and would it possibly be more fun to play a war of attrition where your 'shield' and energy reserves matter just as much as your army of units? Essentially, the "defense field" mimics the "shield" from Stargate Atlantis if anyone has seen the first episode of the second season.![]()
Screenshots:
Highpower

Lowpower

[NEW]
Bounce Mode:

Collision Mode:

Shield Strength:
