Version 1.10b
Bug Fixes:
*Fixed minor error causing Evasive Manoeuvre to display twice
Version 1.10a : Drifting Crystal
Additions:
*Re-added and completely reworked campaign generation: no longer requires Nexerelin or EzFaction (still supports Nexerelin and Corvus mode)
*Added the Redemption, the first Crystanite Station (currently only appears in Nexerelin)
*Some Crystanite hullmods are now acquired from Character Skills
*Several new variants have been added: Crystanite fleets should now have more variety
*Added custom personalities to Crystanite when using Combat Chatter (works most of the time, some officers in nexerelin seems to be bugged)
*Added support for Combat Chatter mechanics such as boss ships and missile ammo warnings
*Added some special mechanics when using Nexerelin
*Added the White Dwarf Overload system, which converts the firerate bonus on WD cannons into a damage bonus
*Added AI support for the Rebirth's Phoenix System
Changed:
*All "Relay" hullmods now have increased range on larger hullsizes (+50% on cruisers, +100% on capitals)
*Crystanite (D) ships now only splits apart 30% of the time (non-D ships still break apart 100% of the time)
*Changed some minor mechanics in the new version of Nexerelin (fleet names etc)
*Changed the damage decals for Crystanite ships, and slightly changed vent color
*Changed the sound effect for the Lumio and PD-37 cannon
*The Splitter Shard launcher has new behavior
*The Worker and Grower now uses the new White Dwarf Overload system
*Minor adjustments to the Active Armor ship system: it is now cooldown-based rather than a toggle
*Slightly improved AI for some ship systems
Balance:
*Reduced the OP costs of practically all Crystanite hullmods by around 30%
*Heavy Drone shard launcher damage down to 50 (from 75), firerate increased to compensate (DPS unchanged)
*Splitter shard launcher damage from 100 x 10 to 50 x 20 (total damage unchanged)
*Seeder flux capacity up to 7000 (from 3500)
*Lumen flux capacity down to 7500 (from 15000), dissipation down to 250 (from 500), turn rate halved
*Lumio Cannon flux-per-second down to 700 (from 1300) and damage-per-secong down to 300 (from 600)
*Communion relay ECCM-capability up to 50% (from 30%)
*Storm cannon accuracy drastically improved
Removed:
*Removed the Hail cannon in its entirety; it was simply uneccessary, doing nothing in most situations
Bug Fixes:
*Fixed Drones, Heavy Drones and Cargo drones very rarily spawning in markets (they should not be bought that way in the first place)
*You can now properly equip the Melter and Modulator Maledict rewirings and the Heavy Drone Bay
*The Haystack now correctly displays the additional beams it fires as a buff, rather than a debuff
Version 1.9a
Bug Fixes:
*Fixed crashing error stemming from imperfectly deleted folders
Version 1.9 : Resonating Crystal
Added:
*Added D-versions of the Drones, Heavy Drones and Cargo Drones; these are automatically used if the ship which mounts them is a (D)-version
*Finished implementing a new WD-cannon mechanic : the longer the ship's WD cannons have been firing, the more firerate they have
*Added the Communion relay, a way for smaller crystanite fleets to mitigate the effects of ECM
*Added new icon for the Moving Fortress mod
Changes:
*Changed the sounds for the Discomfort and Curse beams, Corona Defense System and WD Cannon
*Changed the algorithm for the Haystack's split-beams (they are now slightly more random)
*Revised the flux vent sounds
Balance:
*W.D. cannon firerate down from 0.8 to 1.3, to compensate for new mechanic
*The Corona Defense System fires twice as many shots per burst and twice as fast, at 0.6 times the damage and energy cost. Reload down from 6 to 4.5
*Crystanite Armor now only reduces EMP by 75% instead of 100%
*Broken Crystanite Armor now reduces EMP by 40%
*Broken Crystanite Armor now causes the ship to take 20% increased kinetic damage
Bug Fixes:
*Fixed long-lasting bugs related to stereo/mono sound
*Broken Crystanite Armor now correctly reduces logistics costs for the ship (used to increase it)
*Added proper descriptions to all (D) ships
*Fixed a bug which caused Discomfort beams to randomly sound twice as loud
Removed:
*Removed the Soldier Alpha; much of its code was out-of-date and could cause some crashes
Version 1.8h Hotfix
Bugfixes:
*Removed infinite duplication glitch related to Drone Bays
Version 1.8g: Repurposed Crystal
Additions:
*Added (D) version for the Pin
*Added [spriteless] (D) version for the Janus
*Addd barebone (D) versions for all other ships (they only have the right hullmods and stats, no visual changes or special effects)
*Added code-based support for all Crystanite Ships to turn into their respective (D)-variants if looted
*Added the Melter, EMP and Modulator Maledict Rewirings. These change the behavior of the ships Maledict-Class Beam, but are not compatible with eachother
Changes:
*Reworked all icons for hullmods: they should now be more uniform and have less wierd artefacts. Also streamlined the process to make new hullmod icons
*The Halo mkII has been reworked, and now mounts an array of White Dwarf Cannons instead of its Welder Beams
*Drone- and Heavy Drone Bays can now be mounted on destroyers
*Changed some hints for ships (should not directly affect the player notably)
Balance:
*Reduced the Weapon Health bonus from Crystanite Armor to 100% (from 900%)
*Crystanite ships no longer exlusively have hidden mounts, meaning weapons can be disabled. This varies by ship size (Frigates no hidden, Destroyer Small hidden, Cruiser Small and Medium hidden, Capital all hidden)
*Increased the Soldier's max flux to 2600 (from 1600) to allow it to fire the Maledict without capacitors (for reals this time!)
*The Payback's Prism Bender had its enemy detection range reduced from 1500 to 1000, so that it always has some weapons in range (this is unrelated to its "lightning" range)
*The White Dwarf Cannon now grows accurate ~33% faster
Version 1.8e : Renamed Crystal
Additions:
*Added Version Checker support
*Added Nexelerin support
*Added the Drone Bay and Heavy Drone Bay hullmods; these let Crystanite cruisers and capital ships bring their own fighter escort, lightening the load on the Hive-classes of the fleet
Changes:
*Major rework for the Payback: it now has more weapons, but its firepower is spread across all angles rather than being forward-focused
*Changed all Variants to be more worthwile (and not use unsupported hullmods anymore)
*Changed icon for Disruptor Array
Balance:
*Soldier flux capacity up to 2600, from 1500 (can now actually fire its main weapon)
*Heavy Drone shard launchers cooldown up to 2,6s (was 1,6s)
Version 1.8: United Crystal
Additions:
*Added 0.8.1a compatibility
*Added the Cargo Drone Bay hullmod, which allows destroyers and cruisers to be escorted by Cargo drones and thus gain extra cargo capacity (at the expense of higher crew requirement)
*The Worker, Preserver, Halo and Halo mkII now has the new Unity Relay hullmod. This hullmod increases the flux dissipation of the ship by 5% for each nearby allied ship (only counting ships of their own size or bigger)
*Added the Disruptor Relay hullmod: replaces the ships Unity Relay with an ECM boost
*Crystanite ships always break apart when destroyed; they can still be salvaged, though
*Added descriptions to all hullmods explaining why they cannot be installed (if they cannot be installed)
Changes:
*Split the Crystanite Armor hullmod into two separate hullmods; Crystanite Core Systems and Crystanite Armor. All crystanite ships have Crystanite Core Systems, but they do not all necessarily have to have Crystanite Armor (pirate vesrsions, for example, lack it)
*Crystanite ships can no longer use normal Hullmods; they can only use their own
*Crystanite hullmods are now locked by default, and must be purchased from Crystanite markets (or stolen!)
*Reworked all Ordnance Points for crystanite hullmods and ships (may need a second balance run)
*The Thor-class's main cannons now draw power from nearby allies to power itself. It is only about half as powerful alone, but in a fleet, its power quickly scales upward
*New mechanic for the Payback-class's Prism Bender; can no longer activate when near enemy ships (this will be indicated by a red effect around the ship), however upon teleporting it unleashes an EMP discharge to nearby enemy ships
*The PD-37 cannon has som minor behavior changes and had their cooldown halved
*The Blizzard Cannon now fires twice as many shots, at half the damage and 0.6 times the flux cost
*The White Dwarf Cannon now fires 50% faster, at 0.7 times the damage and flux cost
*The Janus no longer has built-in Light Crystanite Armor; mobility increased to compensate
*Broken Crystanite Armor is now considered a D-mod
Fixes:
*Updated all descriptions
*Minor tidy-up of code in a variety of places
*The Janus will now properly state that time has STOPPED, rather than just the fact that the time flow is altered
Removed:
*Removed the Mercury and its main armament, the Heavy Shard launcher. They did not fit in thematically nor mechanically
Version 1.7: Lost Crystal
*Was supposed to update several things, but the code went up in smoke
Version 1.6: Timely Crystal
Additions:
*Added 0.7.2a compatibility.
Balancing:
*Discomfort Beam range down from 750 to 600
*Discomfort Array range down from 900 to 750
*Light Discomfort Beam range down from 750 to 350 (used by the Halo's minidrones)
*Light Discomfort Beam damage down by about 20%
*The Light Discomfort Beam is no longer a PD weapon; the Halo now has the same lack of PD that most other CSB ships have
Changes:
*AI for the Shard Swarm system rewritten from scratch; it is now properly used by the ai (still WIP though)
*Reworked AI for most other ship systems (active armor in particular)
*Reworked the Janus frigate; it now practically stops time when phasing. It also has a fancy new weapon.
*Changed the sounds for some weapons (most notably the Discomfort Beam).
Bugfixing:
*Fixed clipping sounds from some crystanite weapons (most notably the Discomfort Beam)
Version 1.51
Balancing:
*Changed the INSANE fuel costs on Crystanite ships, which were accidentally added in 1.5
Version 1.5: Lost, Found and Repurposed Crystal
Additions:
*Support for Starsector 0.7.1a
*Added Crystanite Pirates, a small pirate faction with hybrid crystanite-domain ships
*New minor features in the Baka system, will work more on this later
Changes:
*Reworked burn levels and fleet composition; crystanite fleets now favour few but larger ships in fleets
*Made the Crystanite flag more flag-ish
Balancing:
*The Thor-class no longer only fires on full charge with its Tanngrisnir Emitters; instead, it fires at 75% charge, but deals reduced damage dpending on charge level.
Bugfixing:
*Small other bugfixes
Known Problems:
*Some of the Crystanite hullmods are no longer incompatible with vanilla hullmods. This is unintended, and can cause balance issues. Working on a fix.
Version 1.45: Patchwork Crystal
Additions:
*Support for Nexerelin Corvus Mode
*Added the Retro-Fitted Discomfort beam, it is not yet available in the campaign
*Added the Grainplanter-class Gun Vessel, a pirate version of the Seeder-class (it is not availible in the campaign, either)
Changes:
*The Discomfort Overcharger now produces many small lasers, instead of one vibrating (thanks Tartiflette for the code!)
Bugfixing:
*Fixed "crys_yukari_prime not found" exception on new game
*Fixed insane collision damage recieved by crystanite vessels
*Small other bugfixes
Version 1.4: Newfound Crystal
[Additions]
*Major rework of the entire faction
*The Haystack now has a ship system which increases energy damage at the cost of beam accuracy.
*Added the Lumen class, a vessel which can deal incredible damage at extreme range, but has a very long charge-up time
*The Active Armor system has been added, it halves damage taken by generating hard flux.
*All ships (except the Grower) now has a ship system. Most of the old systemless ships now use the Active Armor system.
*Sevaral new hullmods have been added for the Crystanite, including a shield generator and an energy-efficiency module.
[Balancing]
*Crystanite Armor Hullmod now increases kinetic damage taken and decreases hihg-explosive damage taken. They still deal less/more damage to armor, but the difference is not as obvious.
*Most ships received a major rework of their armor and hull
*The Heavy Shard Launcher now has regenerating ammo, it regenerates 0.02 ammo per second (that means a 50-second reload).
*Curse Beams now fire in 4-shot bursts, with slightly changed stats to match.
*All Crystanite ships now has peak CR time, in accordance with the latest patch. They can typically stay in combat slightly longer than vanilla ships.
[Removed Features]
*Removed the Oddity-Class, it simply had no purpose in the mod
Version 1.3: Update Resounding Crystal
[Additions]
*Halo mkII added, it works entirely differently (and i think it looks neat)
*Looted Pin-class added
*Further work on crystanite pirate integration
*Added more "unique" weapon sounds
*Added race-specific music from http://audionautix.com/
[Balancing]
*Halo-class now regenerates drones (thanks HeartOfDiscord for the suggestion), it has lost its reserve drones to compensate
*Excommunicator Beam buffed from 1700 Dps to 8000 Dps (it is supposed to be a cheat weapon, after all)
Version 1.2: The "Small" update
*Added three additional frigates
*Added the Heavy Shard Launcher
*Minor rebalancing
*Started implamentation of the Crystanite Pirates (Will most likely never be fully implemented)
*Started implamentation of the Caligo Survivors (Will most likely never be fully implemented)
*Fixed for 0.65.2a
Version 1.1
*Reworked the Soldier; it now carries Splitter Shard Launchers and has a missile reloading system
*Reworked shields and system for the Worker
*Seriously reworked Payback mobility
*Added two Hegemony bases to Baka
*Reworked the Hive-class, it is now more support-oriented
*Added the Rebirth-class (MUHAHAHAH!!!)
Version 1.0
*Added the Thor-class Battlecruiser/Capital-Grade "Glass Cannon", an enormous vessel with powerful weapons and poor defenses
*Added the built-in weapons of the Thor-class, the Tanngrisnir Emitters. These bombard enemy ships with bolts of lightning, but have a high flux cost.
*Added the Halo-class Drone Controller
*Added the Jupiter-class Heavy Destroyer, a powerful ship with a mobility system
*Added the Preserver-class dedicated Point Defense Cruiser and its built-in weapon, the Photon Disruption Cannon mark 3.7 (PD-37 for short)
*Added the Cargo Drone Wing, a small fighter wing used to ferry cargo
*Added the Hail- and Storm cannons
*Reworked some ships used in the campaign (no more 5+ Laborer on crystanos II's open market)
*Added another chapter of Norona's journey
*Rebalanced existing ships slightly
Version 0.95
*Most bugs that i have found have been eliminated.
*Added named bounties to the crystanite.
*Added the Soldier Alpha, a legendary vessel using long forgotten technology. It is only availible in the test mission yet, though.
*Added the Thundercloud Beam and Excommunicator Beam, ancient weapons mounted on the Soldier Alpha.
*Added the prologue and first chapter for the the story of Norona.
*Most likely other things that i forgot.
Version 0.9: the "Civilian" update:
*The crystanite now only employ and sell their own ships
*Added "Solar Capsules" to the campaign. These are needed by all crystanite colonies, and produced by special outposts (interestingly, it seems like the tri-tachyon produces and consumes these as well)
*Added the Laborer-class Combat Hauler, the only combat vessel initially avaliable in crystanite markets
*Added the Wanderer-class Tanker frigate
*Added a slightly modified Traveler equipped with a Tow Cable
*Added a flag (the old one was an unused flag in the core game)
*Added custom interaction dialogs
*Added portraits
*Added the Oddity-class Utility Cruiser and its built-in weapon, the Heavy Wave Cannon. In addition, the Oddity acts as an repair rig
*Increased the size and influence of Sindra, the pirate planet in the Baka system
*Changed the Crystanite Coalition's relations with other factions
*Most likely other things i forgot...
Version 0.81:
*Fixed a stupid error in my files that caused instant crashes
*Added images to the mod page
Version 0.8:
*Campaign integration! Portraits and some ships are placeholders, but otherwise fully implemented! Thanks to Kazi for the code!
*The Crystanite have no need for most organical products, but they are very few in numbers.
*Reworked the scripts into a jar file, easier that way. (the "src" folder is included)
*Moved to the "Mods" page (though this is not really an update)
*Most likely other things i forgot...
Version 0.6, "Lore Update":
*Added descriptions to all assets, no more "No description...yet" messages!
*Removed all placeholder weapons and sounds
*Changed sounds for shields and flux venting (though im not that happy with the flux sounds)
*Added the Shard Swarm system, Shard Swarm weapon, installed on the Hive-class and the Payback-class respectively
*Added the White Dwarf cannon, a powerful weapon that starts out inaccurate but grows more accurate during prolonged bursts
*Added some history on the forum page
Version 0.51:
*Fixed compatibility for starsector version 0.65, slight bug fixes
Version 0.5:
*Complete Overhaul!
*Changed back to old, blue colors
*Added the Curse Beam and the Discomfort Beam, built-in weapons in the Crystanite ships
*Reworked the Crystal Drones, they now carry a Heavy Discomfort Beam
*Changed to new engine-types (thanks Sabaton for the suggestion!)
Version 0.4:
*Added the Desert-Class Heavy Artillery Vessel, as well as the Heavy, Light and Twin Light cactus artillery cannons.
*The Heavy Cactus cannon deals high explosive damage, but has a small chance of dealing extra damage to shields.
*The Light and Twin Light Cactus cannons deal kinetic damage at incredible range, but its overall dps is sub-par.
Version 0.3:
*First non-test mission! Relive the tragic day that changed the Crystanite Coalition forever.
*All basic ships are now implemented, as well as the legendary Judgement, a ship made with experimental refraction technology (still not finished).
Version 0.2:
*The mod now has a total of 7 ships, including 1 fighter wing. Still only orange ships, though.
Version 0.1
*First version.
Behold: the Crystanite have awoken!
More info coming soon!
This is my first mod, so it isn't that well made. I basically did a faction based on armor over hull and shields, and i think it turned out OK.
Since i cant sprite if my life depended on it, i simply modified some of the sprites HELMUT gives away for free.
Download:
https://www.dropbox.com/sh/bjlzwrnmpzxsxm2/AABTarMfBCvZFncDL5fHgLxVa?dl=0 (https://www.dropbox.com/sh/bjlzwrnmpzxsxm2/AABTarMfBCvZFncDL5fHgLxVa?dl=0)
Two things, did you ask permission, and pictures please?
Just putting my unused sprites (some might need some cleaning), free to use, naturally.
Also, it was posted on a thread specifically for free-to-use sprites. So i think that answers your question.Sure, and nobody will mind, but it would have been polite. Especially since you modified them in such a... herm... "colorful" way?
Also, it was posted on a thread specifically for free-to-use sprites. So i think that answers your question.Sure, and nobody will mind, but it would have been polite. Especially since you modified them in such a... herm... "colorful" way?
Until i get written permission from HELMUT that using his sprites is OK, the download link will be disabled. Sorry for the inconvenience.Good man (or woman >.> hard to tell on the internet). I am sure he will give you the okay but as Tartiflette said, it is just good etiquette.
It's okay. As said before, i posted those sprites for people to use them, no need for my permission. The only exception would be for the reskinned ships, you'll have to ask to the original authors to use them.
As for the modifications, don't tell me you defiled those perfect blue crystals? (readies angry heretic hunting mob).
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Picture is not working.Hmm, thats wierd. Gonna try to fix it.
The bounds look like they might be too exact and detailed, I could hit asteroids pin point precision with the tip of a crystal. Might wanna change that as SS can have problems with too detailed collision bounds.
Feed back:
Changing the colors wasn't a good idea imo, you turned the faction into a color parade that is really disturbing to the eye, the originals had much gentler colors and shades.
Having the same ship come in three colors is redundant. This is a specialized type of faction where quality should have more focus over quantity. Just like Exygency or Knights templar.
Slapping vanilla weapons on them was also weird, blue crystal ships shooting red lasers? Yeah right.
You should just create spriteless, built in, hidden weapons just for them, as any visible weapon would look strange. The cactus cannons are an example, not only are they too clean compared to the ships but they should be hidden to seem the shots are charging from the ships themselves.
Preferable towards the tips of the crystals for simplicity and elegance.
The engines are weird, looks like you didn't know what to do with them, they look like tiny needles barely popping out random places of the ships, either make few, more visible trails or try something else entirely. Perhaps a central glow that intensifies according to speed?
The bounds look like they might be too exact and detailed, I could hit asteroids pin point precision with the tip of a crystal. Might wanna change that as SS can have problems with too detailed collision bounds.
That's it, peace.
Changing the colors wasn't a good idea imo, you turned the faction into a color parade that is really disturbing to the eye, the originals had much gentler colors and shades.
Having the same ship come in three colors is redundant. This is a specialized type of faction where quality should have more focus over quantity. Just like Exygency or Knights templar.
Slapping vanilla weapons on them was also weird, blue crystal ships shooting red lasers? Yeah right.
You should just create spriteless, built in, hidden weapons just for them, as any visible weapon would look strange. The cactus cannons are an example, not only are they too clean compared to the ships but they should be hidden to seem the shots are charging from the ships themselves.
Preferable towards the tips of the crystals for simplicity and elegance.
Perhaps a central glow that intensifies according to speed?That... is actually a good idea. Though a complete lack of engines would probably work too
Pictures are now up again. I changed to photobucket.
I agree with Sabaton, you could stand to cut some corners (literally :D) on that ship. Doing lone spikes is fine, but bundling those close clusters of spikes together may help you lose some bounds. Which is better for performance.
Example:Spoiler(http://i.imgur.com/D95uIO2.jpg)[close]
You get the idea. Though I'm not sure on the exact size of this ship. If it is really huge, then those spikes should probably have individual bounds.
That's gonna give some ugly ghost hits, you only skimp on bound points if it means the bounds are buried inside the sprite.
Are you sure that download link is correct? It does lead to a dropbox page, but not to a download page, and this sounds kinda neat.
10384 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.super] with id [BLUE_CRYSTAL_HULL] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.super] with id [BLUE_CRYSTAL_HULL] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.void.super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Code10384 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.super] with id [BLUE_CRYSTAL_HULL] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.super] with id [BLUE_CRYSTAL_HULL] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.void.super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I got a crash before the title screen :/
So, I pulled out some of your ships using the console commands mod (specifically the Traveller, Worker, Soldier, and Payback, after looking through their codex entries) after seeing only a few pirates to fight in the Baka system and little else to raise my Crystanite rep with, and it feels like I'm using Zorg ships, to a degree. Which is not a bad thing btw, since I liked the Zorg when I wasn't having to fight against their armor, hehe.
Most of the ships are what I tend to think of as 'heavy carrier' levels of slow (The Payback on the otherhand is little more than a capital-sized turret, because dear lord 9 speed without a ship system or adding any levelup perks means the battle will have to come to you, or you have to hold fire and clutch the zero-flux bonus speed with an iron grip as you drift towards the fight), but if they manage to hit, they hit well; they also have lots of PD and everything is builtin. However almost all of them have no ship system (the Traveller's is pretty fun to woosh around in though! ), which leaves most of them as well armored, mostly interesting, but extremely slow ships without much to distinguish between them besides weapon layouts and burn speed.
Version 0.9, the "Civilian" update:
*The crystanite now only employ and sell their own ships
*Added "Solar Capsules" to the campaign. These are needed by all crystanite colonies, and produced by special outposts (interestingly, it seems like the tri-tachyon produces and consumes these)
*Added the Laborer-class Combat Hauler, the only combat vessel initially avaliable in crystanite markets
*Added the Wanderer-class Tanker frigate
*Added a slightly modified Traveler equipped with a Tow Cable
*Added a flag (the old one was an unused flag in the core game)
*Added custom interaction dialogs
*Added portraits
*Added the Oddity-class Utility Cruiser and its built-in weapon, the Heavy Wave Cannon. In addition, the Oddity acts as an repair rig
*Increased the size and influence of Sindra, the pirate planet in the Baka system
*Changed the Crystanite Coalition's relations with other factions
*Most likely other things i forgot...
You can try to give them EMP weapons realy short range on Ballistic slots. Maby they have some tech to deal with shields. Or maby slow EMP missiles.
Good luck!
Version 1.0
*Added the Thor-class Battlecruiser/Capital-Grade "Glass Cannon", an enormous vessel with powerful weapons and poor defenses
*Added the built-in weapons of the Thor-class, the Tanngrisnir Emitters. These bombard enemy ships with bolts of lightning, but have a high flux cost.
*Added the Halo-class Drone Controller
*Added the Jupiter-class Heavy Destroyer, a powerful ship with a mobility system
*Added the Preserver-class dedicated Point Defense Cruiser and its built-in weapon, the Photon Disruption Cannon mark 3.7 (PD-37 for short)
*Added the Cargo Drone Wing, a small fighter wing used to ferry cargo
*Added the Hail- and Storm cannons
*Reworked some ships used in the campaign (no more 5+ Laborer on crystanos II's open market)
*Added another chapter of Norona's journey
*Rebalanced existing ships slightly
Damn dude, those are some nice weapon effects
Version 1.1
*Reworked the Soldier; it now carries Splitter Shard Launchers and has a missile reloading system
*Reworked shields and system for the Worker
*Seriously reworked Payback mobility
*Reworked the Hive-class, it is now more support-oriented
*Added two Hegemony bases to Baka
*Added the Rebirth-class (MUHAHAHAH!!!)
Version 1.2: The "Small" update
*Added three additional frigates
*Added the Heavy Shard Launcher
*Minor rebalancing
*Started implamentation of the Crystanite Pirates (Will most likely never be fully implemented)
*Started implamentation of the Caligo Survivors (Will most likely never be fully implemented)
*Fixed for 0.65.2a
...Hey, thanks for the speedy update. Very much appreciated. Good luck on your WIP.
It seems the 1.2 archive was packed with a tool that uses .zip extension, but fails to create actual standard-complaint ZIP archive. Such tools sometimes appear for Windows and some of them may even be compatible with each other, but they are generally not guaranteed to produce archive, that is expected to be expandable everywhere.
Can you please repack with standard-complaint tool.
For now i was able to expand your archive with 7zip. It resulted in 3 folders : Crystanite , crystanite and empty Crystanite.mod (Maybe non-standard .zip format extension that packs previous file version NTFS streams?). Moving all files from crystanite to Crystanite resulted in a mod dir that is playable.
You also have to fix the following file name case related typos, that break game loading (case-insensitive OS not affected):Fixed, thanks for telling me. I have not been working with anything else than windows.
In data/missions/crys_escape/descriptor.json :
"icon.jpg" to be replaced with "Icon.jpg"
In data/missions/crys_test/descriptor.json :
"icon.jpg" to be replaced with "Icon.jpg"
Wierd. When i open the package it gives me only one, functioning folder. Dropbox compiles the files into an .zip on its own, so i am not sure if that is what is causing it. I am sending a link to a new .zip made with WinRar, can you verify that this one works for you?
https://www.dropbox.com/sh/v03djlw8307r917/AAAQBFwRBizqJvoBMiSslGy0a?dl=1 (https://www.dropbox.com/sh/v03djlw8307r917/AAAQBFwRBizqJvoBMiSslGy0a?dl=1)
anks for telling me. I have not been working with anything else than windows.
Version 1.3: Update Resounding Crystal
[Additions]
*Halo mkII added, it works entirely differently (and i think it looks neat)
*Looted Pin-class added
*Further work on crystanite pirate integration
*Added more "unique" weapon sounds
*Added race-specific music from http://audionautix.com/
[Balancing]
*Halo-class now regenerates drones (thanks HeartOfDiscord for the suggestion), it has lost its reserve drones to compensate
*Excommunicator Beam buffed from 1700 Dps to 8000 Dps (it is supposed to be a cheat weapon, after all)
5194 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading variant [/home/peter/Documents/linuxgames/Stragey/starsector current/./mods/Crystanite/data/variants/crys_traveler_tug_standard.variant]
5194 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [/home/peter/Documents/linuxgames/Stragey/starsector current/./mods/Crystanite/data/variants/crys_traveler_tug_standard.variant]
5609 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull spec [crys_traveler_tug] not found!
java.lang.RuntimeException: Ship hull spec [crys_traveler_tug] not found!
at com.fs.starfarer.loading.F.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Some help with a linux issue would be nice, if not an update an explination on how to fix. I've tried adding in files to the folders that look for that Name in the varrients buut, that hasn't gotten me very far. :[Code5194 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading variant [/home/peter/Documents/linuxgames/Stragey/starsector current/./mods/Crystanite/data/variants/crys_traveler_tug_standard.variant]
5194 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [/home/peter/Documents/linuxgames/Stragey/starsector current/./mods/Crystanite/data/variants/crys_traveler_tug_standard.variant]
5609 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull spec [crys_traveler_tug] not found!
java.lang.RuntimeException: Ship hull spec [crys_traveler_tug] not found!
at com.fs.starfarer.loading.F.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
16328 [Thread-5] ERROR com.fs.starfarer.combat.D - org.json.JSONException: Expected a ',' or '}' at 376 [character 31 line 32]
org.json.JSONException: Expected a ',' or '}' at 376 [character 31 line 32]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:227)
at org.json.JSONTokener.nextValue(JSONTokener.java:352)
at org.json.JSONArray.<init>(JSONArray.java:125)
at org.json.JSONTokener.nextValue(JSONTokener.java:356)
at org.json.JSONObject.<init>(JSONObject.java:210)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.ô00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Can't launch the game with them.Code16328 [Thread-5] ERROR com.fs.starfarer.combat.D - org.json.JSONException: Expected a ',' or '}' at 376 [character 31 line 32]
org.json.JSONException: Expected a ',' or '}' at 376 [character 31 line 32]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:227)
at org.json.JSONTokener.nextValue(JSONTokener.java:352)
at org.json.JSONArray.<init>(JSONArray.java:125)
at org.json.JSONTokener.nextValue(JSONTokener.java:356)
at org.json.JSONObject.<init>(JSONObject.java:210)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.ô00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It also still show as 1.2 despite downloading from your latest link.
1) Isn't the Heavy Shard Launcher on the Mercury supposed to regenerate, even at a very slow rate ? The ship is useless without it, and currently, it has 1 ammo.
2) The Laborer (Combat hauler) doesn't launch it's shards (f skill) at all when the AI is using the ship.
I've been playing a Crystanite campaign in Nexerelin for a while now, so here's my feedback. First, i'll talk about some of technical issues, then about the balance.
/.../
So yeah, there's quite a bit of work but in the end it's up to you to see whether or not it's worth doing it. Personally i'm convinced that it could lead the mod quality from "rough" to "good". But yeah, you'll have to rethink quite a few things.
The Hullmods lack numbersAdd a string description parameter within each hull mod, these strings can be in any order as long as they match accordingly with a hullmod's description in the Excel.
Yeah, i should add that. I was a bit too lazy when i made them. You can expect this fixed in the next patch.
@Override
public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) {
return "" + "0%";
} else if (index == 1) {
return "" + "20%";
} else if (index == 2) {
return "" + "200%";
} else if (index == 3) {
return "" + "absorbing 33%";
} else if (index == 4) {
return "" + (int) (WEAPON_FLUX_REDUCTION * 100) + "%";
} else if (index == 5) {
return "" + (int) (VENT_NEGATE) + "%";
} else if (index == 6) {
return "" + "instantenously";
} else {
return null;
}
}
"Badly" built shipsEI and I had this issue before. For me, I just doubled the Multiplier within the Hullmod for Flux Dissipation and Capacity, while halving the mentioned Flux parameters in the ships' data, this will double the effect of Vents and Capacitors respectively.
This is one of the main issues with built in weapons; it is surprisingly easy to fit enough flux vents on small ships, and impossible on larger ones. I will attempt to rework this eventually.
Armor
Yup. I have nothing to add, really, you are spot on the money. The frigates are killed by a single point-blank harpoon while i have only found a single weapon capable of alpha-striking anything larger than a destroyer (the obnoxiuosly powerful siege guns from a mod whose name i have forgotten, but those things had around 50 000 high-explosive burst damage!) Will get to work redoing this pretty much from scratch. I am actually thinking of making some wierd hull mod that reduces energy damage, but i am a bit worried about the balance there.
Shields
Yeah, drones are not the solution. They mess too much with the AI and blocks ship systems. I would LOVE to add some defensive system as replacement, but i am very worried about the way the AI would use these systems. If anyone have a suggestion you are free tell me (criticism makes me STRONGER!). My AI-programming skills are, well, null. That is why i have yet to fix the Shard Swarm glitch.
I once thought of making shields hullmod-based for the crystanite, but abolished the idea. Maybe it is time to seriously consider it again.
I can help you with those, but some won't guarantee anything too special. :)Thanks, always appreciate feedback.
Add a string description parameter within each hull mod, these strings can be in any order as long as they match accordingly with a hullmod's description in the Excel.Dont mind if i do!SpoilerCode@Override
public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) {
return "" + "0%";
} else if (index == 1) {
return "" + "20%";
} else if (index == 2) {
return "" + "200%";
} else if (index == 3) {
return "" + "absorbing 33%";
} else if (index == 4) {
return "" + (int) (WEAPON_FLUX_REDUCTION * 100) + "%";
} else if (index == 5) {
return "" + (int) (VENT_NEGATE) + "%";
} else if (index == 6) {
return "" + "instantenously";
} else {
return null;
}
}[close]
Huh, did not think about that mathematical solution. I will probably go for a more "hullmod-heavy" approach, though."Badly" built shipsEI and I had this issue before. For me, I just doubled the Multiplier within the Hullmod for Flux Dissipation and Capacity, while halving the mentioned Flux parameters in the ships' data, this will double the effect of Vents and Capacitors respectively.
This is one of the main issues with built in weapons; it is surprisingly easy to fit enough flux vents on small ships, and impossible on larger ones. I will attempt to rework this eventually.
Crystalline technology in most games usually thrive with armor, which I do actually like about this mod. But, you could give the Crystanite ships certain Damage Resistances.Was thinking of that myself. Considering the way crystals are made up they are extremely brittle when exposed to blunt force, while being rather resistant to heat. I will take a look.
Would you mind telling me the ships lacking a description? I thought i got them all in the last patch.
Would you mind telling me the ships lacking a description? I thought i got them all in the last patch.
Actually there is only one, the Traveler tug.
I have another idea for the Crystanite, which usually involves Scripting though.
Every damage taken to the armor, should a Crystanite managed to resist, "loses" fragments of itself to becomes Reactive shards that deal damage to the direction it receives.
Give all ships Crystanite ships some passive HE damage resist, say 20%-50% (Remember that armor takes 200% damage from HE so you're still eating 180%-150% damage), depending on the armor hullmod on the ship. You can then tone down the armor on the larger ships. This also helps buff the smaller classes without messing with their armor levels.Interesting thought. I was actually having something like that in mind (which you will get to see... eventually. I am actually on vacation for the moment.)
Armor is significantly more effective if you can spread the damage around different sections. The AI is fairly okay at spreading it around once the front armor gets damaged, but the weapons on most offensive ships in the fleet are mounted forwards. Maybe adding an active defense system, like a "weapon" that fires large, slow-traveling crystal shards meant to absorb enemy weapon fire before breaking?This might work as a form of flares on their (currently) systemless ships, or the ones where the systems need to be changed. I will check how well it works.
I see a good number of ships dedicated to PD, but most ships I've seen already have a fairly effective PD screen via discomfort beams. I'd like to see some other support ships. Maybe armor repair drones? Or minelayers for area denial?"A good number" is an overstatement in my opinion; there is a single dedicated PD cruiser. That ship was specifically added because while most crystanite vessels have large amounts of PD, the ships manufactured by the CSB completely lacks PD. Other than that, there is only the Haystack, which excels at point defense, but it is not a support ship; it is the heaviest attack frigate the Crystanite have.
Oh, the mercury is kind of a disappointment. It's one shot can disable maybe one frigate/destroyer, and then it's pretty much useless after that. I suggest you change it to a slow, long-range beam weapon that grows significantly stronger the longer it stays on target. You can move heavy shard launchers to a bomber perhaps.The Mercury will get regenerating ammo in the next patch. I am worried that a shield-destroying Reaper Torpedo will be too much for a bomber. Also, a beam weapon would need to have pretty ridiculous damage for it to work as an anti-shield weapon.
This might work as a form of flares on their (currently) systemless ships, or the ones where the systems need to be changed. I will check how well it works.I *think* the AI for flares will only activate if there's missiles fired at them. A somewhat messy way around this is to make a weapon with destructible, slow-traveling projectile(s). Ships can have them mounted forwards as extra defense (Like the Pin, than one asplodes if anything with decent firepower gets close to it); while the larger ones can have them on large arcs and fire them in groups.
Armor repair would probably be really tricky so i do not think i can add that. Minelayers would be easy to make, but very hard for the AI to use. I could probably make some form of "close support area denial" drones, but other than that i do not know how. Will definitely keep this in mind though.The big weakness of the Crystanite is that armor can't regenerate, compared to shields which can erase damage done in a few seconds. So the best way to win is to get right up in their face where your potent weapon package, low flux costs, and superior maneuverability gives you the advantage.
The Mercury will get regenerating ammo in the next patch. I am worried that a shield-destroying Reaper Torpedo will be too much for a bomber. Also, a beam weapon would need to have pretty ridiculous damage for it to work as an anti-shield weapon.Well, as long as it gets something. The mercury projectile can ignore most bullets, but tends to get absorbed by striking a missile, wasting it.
Version 1.4: Newfound Crystal
Additions:
*Major rework of the entire faction
*The Haystack now has a ship system which increases energy damage at the cost of beam accuracy.
*Added the Lumen class, a vessel which can deal incredible damage at extreme range, but has a very long charge-up time
*The Active Armor system has been added, it halves damage taken by generating hard flux.
*All ships (except the Grower) now has a ship system. Most of the old systemless ships now use the Active Armor system.
*Sevaral new hullmods have been added for the Crystanite, including a shield generator and an energy-efficiency module.
Balancing:
*Crystanite Armor Hullmod now increases kinetic damage taken and decreases hihg-explosive damage taken. They still deal less/more damage to armor, but the difference is not as obvious.
*Most ships received a major rework of their armor and hull
*The Heavy Shard Launcher now has regenerating ammo, it regenerates 0.02 ammo per second (that means a 50-second reload).
*Curse Beams now fire in 4-shot bursts, with slightly changed stats to match.
*All Crystanite ships now has peak CR time, in accordance with the latest patch. They can typically stay in combat slightly longer than vanilla ships.
Removed Features:
*Removed the Oddity-Class, it simply had no purpose in the mod
I would like to see some alien races invading edge star systems of the starsector galaxy(sector), and your faction is a very good example!
Would be nice to fight some mysterious aliens from time to time and gather some cool tech/weapons from the fights. But i don't like to play an alien faction in starsector at all, only to fight against as some thread from the outer realms with some nice loot and tough fights.
Nice job Nick, been playing for a bit and no crashes so far. I'll post a log if it crashes again. Having fun trying this faction out.
*Way to long to quote*
ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.PlanetSpec] with id [crys_yukari_prime] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.PlanetSpec] with id [crys_yukari_prime] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addPlanet(Unknown Source)
at data.scripts.world.baka.crys_BakaGen.generate(crys_BakaGen.java:57)
at data.scripts.world.crystaniteGen.generate(crystaniteGen.java:17)
at data.scripts.CrystaniteModPlugin.initCrystanite(CrystaniteModPlugin.java:15)
at data.scripts.CrystaniteModPlugin.onNewGame(CrystaniteModPlugin.java:21)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Crash on new game:Code(file search for "crys_yukari" didn't turn up anything for me)ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.PlanetSpec] with id [crys_yukari_prime] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.PlanetSpec] with id [crys_yukari_prime] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addPlanet(Unknown Source)
at data.scripts.world.baka.crys_BakaGen.generate(crys_BakaGen.java:57)
at data.scripts.world.crystaniteGen.generate(crystaniteGen.java:17)
at data.scripts.CrystaniteModPlugin.initCrystanite(CrystaniteModPlugin.java:15)
at data.scripts.CrystaniteModPlugin.onNewGame(CrystaniteModPlugin.java:21)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OOO0.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Version 1.45: Patchwork Crystal
Additions:
*Support for Nexerelin Corvus Mode
*Added the Retro-Fitted Discomfort beam, it is not yet available in the campaign
*Added the Grainplanter-class Gun Vessel, a pirate version of the Seeder-class (it is not availible in the campaign, either)
Changes:
*The Discomfort Overcharger now produces many small lasers, instead of one vibrating (thanks Tartiflette for the code!)
Bugfixing:
*Fixed "crys_yukari_prime not found" exception on new game
*Fixed insane collision damage recieved by crystanite vessels
*Small other bugfixes
so will this mod get updated or is it abandoned?
Version 1.5: Lost, Found and Repurposed Crystal
Additions:
*Support for Starsector 0.7.1a
*Added Crystanite Pirates, a small pirate faction with hybrid crystanite-domain ships
*New minor features in the Baka system, will work more on this later
Changes:
*Reworked burn levels and fleet composition; crystanite fleets now favour few but larger ships in fleets
*Made the Crystanite flag more flag-ish
Balancing:
*The Thor-class no longer only fires on full charge with its Tanngrisnir Emitters; instead, it fires at 75% charge, but deals reduced damage dpending on charge level.
Bugfixing:
*Small other bugfixes
Known Problems:
*Some of the Crystanite hullmods are no longer incompatible with vanilla hullmods. This is unintended, and can cause balance issues. Working on a fix.
Yeah it's Mod.zip->Crystanite.zip->Crystanite folder for some reason.
The main post says .65 version, the mod_info says .65 version, but the changelog says 0.7.1a compatible.
Seems to work just fine though!
O.O wow.. fixing even the older version :D I call that love. Thanks once more for sharing it :) Now all I need is to start a new game soon and try to capture Crystanite ships :3 I really hope they are capturable >>
Any ship with active armor is rendered almost useless when in the hands of AI. :-[
AI will NEVER turn off the system, even if there are no enemies left. But they'll turn it on as soon as they enter the range of any enemy weapons. Including pilums. So they'll hit 10k range, engage active armor, fill up on flux before they even reach weapon range, then flee to vent, repeat forever.
Edit:Something seems to be really wrong here, fuel cost for crystanite ships is through the roof. The Traveler frigate has a fuel cost of 55 per light year!
Version 1.6: Timely Crystal
Additions:
*Added 0.7.2a compatibility.
Balancing:
*Discomfort Beam range down from 750 to 600
*Discomfort Array range down from 900 to 750
*Light Discomfort Beam range down from 750 to 350 (used by the Halo's minidrones)
*Light Discomfort Beam damage down by about 20%
*The Light Discomfort Beam is no longer a PD weapon; the Halo now has the same lack of PD that most other CSB ships have
Changes:
*AI for the Shard Swarm system rewritten from scratch; it is now properly used by the ai (still WIP though)
*Reworked AI for most other ship systems (active armor in particular)
*Reworked the Janus frigate; it now practically stops time when phasing. It also has a fancy new weapon.
*Changed the sounds for some weapons (most notably the Discomfort Beam).
Bugfixing:
*Fixed clipping sounds from some crystanite weapons (most notably the Discomfort Beam).
Nice that you're still updating this mod. any plans to integrate with Dynasector?
So... what is the Corundum's load out supposed to be? Like... I have taken to covering it in point defenses, with double SHMGs in the front just to keep the flux per second low enough to not die by overload.
It is like giving Thor a higher armor and more flux. >.> OP things should not get more OP...
I take it you consider the Thor OP? Can you give me more specifics on what is broken (been too long since i played around in starsector)?
Hi, any plans for updating this mod to the new version of Starsector? Love the ships in the mod, and more cool factions in the game is always nice too, haha. Pretty unique stuff.Glad to hear you like the mod! Unfortunately, due to several faults in my programs i do not have access to the compile-able version of my mod, nor the version i was planning to release for 0.8.1a. I am also not actively playing Starsector at the moment, so this mod will unfortunately not be updated by me within the forseeable future.
Hi, any plans for updating this mod to the new version of Starsector? Love the ships in the mod, and more cool factions in the game is always nice too, haha. Pretty unique stuff.Glad to hear you like the mod! Unfortunately, due to several faults in my programs i do not have access to the compile-able version of my mod, nor the version i was planning to release for 0.8.1a. I am also not actively playing Starsector at the moment, so this mod will unfortunately not be updated by me within the forseeable future.
That said, anyone with the know-how and desire to bring the mod up-to-date is free to do so as long as they send me a PM (i still check those regularly).
U uu uuu uuu.Always glad to hear people enjoy the mod!
Can't wait for the Crysanite for the current version!1
At one time, I was mad about playing only with them. You had some innovative gameplay mechanics that I didn't saw before :)
PS: what other mods did you had waiting? just throw a few words out there!
As for the other mods; a nameless dragon faction
As for the other mods; a nameless dragon faction
Dragon faction? As in reptilians or like fantasy dragons? Because I'd love a creepy reptilian alien faction.
Depending on how much free time i get during university...
Those kind of dragons, though they would pilot relatively "normal" ships. Depending on how much free time i get during university i might revisit them (they would be a lot simpler to code than the Crystanite [or the Vass for that matter])
Version 1.8: United Crystal
Additions:
*Added 0.8.1a compatibility
*Added the Cargo Drone Bay hullmod, which allows destroyers and cruisers to be escorted by Cargo drones and thus gain extra cargo capacity (at the expense of higher crew requirement)
*The Worker, Preserver, Halo and Halo mkII now has the new Unity Relay hullmod. This hullmod increases the flux dissipation of the ship by 5% for each nearby allied ship (only counting ships of their own size or bigger)
*Added the Disruptor Relay hullmod: replaces the ships Unity Relay with an ECM boost
*Crystanite ships always break apart when destroyed; they can still be salvaged, though
*Added descriptions to all hullmods explaining why they cannot be installed (if they cannot be installed)
Changes:
*Split the Crystanite Armor hullmod into two separate hullmods; Crystanite Core Systems and Crystanite Armor. All crystanite ships have Crystanite Core Systems, but they do not all necessarily have to have Crystanite Armor (pirate vesrsions, for example, lack it)
*Crystanite ships can no longer use normal Hullmods; they can only use their own
*Crystanite hullmods are now locked by default, and must be purchased from Crystanite markets (or stolen!)
*Reworked all Ordnance Points for crystanite hullmods and ships (may need a second balance run)
*The Thor-class's main cannons now draw power from nearby allies to power itself. It is only about half as powerful alone, but in a fleet, its power quickly scales upward
*New mechanic for the Payback-class's Prism Bender; can no longer activate when near enemy ships (this will be indicated by a red effect around the ship), however upon teleporting it unleashes an EMP discharge to nearby enemy ships
*The PD-37 cannon has som minor behavior changes and had their cooldown halved
*The Blizzard Cannon now fires twice as many shots, at half the damage and 0.6 times the flux cost
*The White Dwarf Cannon now fires 50% faster, at 0.7 times the damage and flux cost
*The Janus no longer has built-in Light Crystanite Armor; mobility increased to compensate
*Broken Crystanite Armor is now considered a D-mod
Fixes:
*Updated all descriptions
*Minor tidy-up of code in a variety of places
*The Janus will now properly state that time has STOPPED, rather than just the fact that the time flow is altered
Removed:
*Removed the Mercury and its main armament, the Heavy Shard launcher. They did not fit in thematically nor mechanically
For some reason, a large wad of old factions suddenly came back to life.Is this where I start waiting for Kadur Theocracy or the Bushi to reappear?
Red, NGO, Nomads and now the Crystanite.SpoilerIs it Halloween yet?[close]
Any plans to make them work with Nex? ;)
Those kind of dragons, though they would pilot relatively "normal" ships. Depending on how much free time i get during university i might revisit them (they would be a lot simpler to code than the Crystanite [or the Vass for that matter])Do you have anything about them that you can show us already? Any sprite or anything.
Version 1.8e
Additions:
*Added Version Checker support
*Added Nexelerin support
*Added the Drone Bay and Heavy Drone Bay hullmods; these let Crystanite cruisers and capital ships bring their own fighter escort, lightening the load on the Hive-classes of the fleet
Changes:
*Major rework for the Payback: it now has more weapons, but its firepower is spread across all angles rather than being forward-focused
*Changed all Variants to be more worthwile (and not use unsupported hullmods anymore)
*Changed icon for Disruptor Array
Balance:
*Soldier flux capacity up to 2600, from 1500 (can now actually fire its main weapon)
*Heavy Drone shard launchers cooldown up to 2,6s (was 1,6s)
I would prefer entire sections/parts of the ships are replaced with normal low-tech gribble stuff ect instead of just some pipes who look out of place. Cracks in the hull and some holes or changed colors of some sections could do the trick too.
Version 1.8g: Repurposed Crystal
Additions:
*Added (D) version for the Pin
*Added [spriteless] (D) version for the Janus
*Addd barebone (D) versions for all other ships (they only have the right hullmods and stats, no visual changes or special effects)
*Added code-based support for all Crystanite Ships to turn into their respective (D)-variants if looted
*Added the Melter, EMP and Modulator Maledict Rewirings. These change the behavior of the ships Maledict-Class Beam, but are not compatible with eachother
Changes:
*Reworked all icons for hullmods: they should now be more uniform and have less wierd artefacts. Also streamlined the process to make new hullmod icons
*The Halo mkII has been reworked, and now mounts an array of White Dwarf Cannons instead of its Welder Beams
*Drone- and Heavy Drone Bays can now be mounted on destroyers
*Changed some hints for ships (should not directly affect the player notably)
Balance:
*Reduced the Weapon Health bonus from Crystanite Armor to 100% (from 900%)
*Crystanite ships no longer exlusively have hidden mounts, meaning weapons can be disabled. This varies by ship size (Frigates no hidden, Destroyer Small hidden, Cruiser Small and Medium hidden, Capital all hidden)
*Increased the Soldier's max flux to 2600 (from 1600) to allow it to fire the Maledict without capacitors (for reals this time!)
*The Payback's Prism Bender had its enemy detection range reduced from 1500 to 1000, so that it always has some weapons in range (this is unrelated to its "lightning" range)
*The White Dwarf Cannon now grows accurate ~33% faster
Version 1.8h Hotfix
Bugfixes:
*Removed infinite duplication glitch related to Drone Bays
Version 1.9 : Resonating Crystal
Added:
*Added D-versions of the Drones, Heavy Drones and Cargo Drones; these are automatically used if the ship which mounts them is a (D)-version
*Finished implementing a new WD-cannon mechanic : the longer the ship's WD cannons have been firing, the more firerate they have
*Added the Communion relay, a way for smaller crystanite fleets to mitigate the effects of ECM
*Added new icon for the Moving Fortress mod
Changes:
*Changed the sounds for the Discomfort and Curse beams, Corona Defense System and WD Cannon
*Changed the algorithm for the Haystack's split-beams (they are now slightly more random)
*Revised the flux vent sounds
Balance:
*W.D. cannon firerate down from 0.8 to 1.3, to compensate for new mechanic
*The Corona Defense System fires twice as many shots per burst and twice as fast, at 0.6 times the damage and energy cost. Reload down from 6 to 4.5
*Crystanite Armor now only reduces EMP by 75% instead of 100%
*Broken Crystanite Armor now reduces EMP by 40%
*Broken Crystanite Armor now causes the ship to take 20% increased kinetic damage
Bug Fixes:
*Fixed long-lasting bugs related to stereo/mono sound
*Broken Crystanite Armor now correctly reduces logistics costs for the ship (used to increase it)
*Added proper descriptions to all (D) ships
*Fixed a bug which caused Discomfort beams to randomly sound twice as loud
Removed:
*Removed the Soldier Alpha; much of its code was out-of-date and could cause some crashes
was working fine til I upgraded it the other night then it made the game crap. Running it in nexrelinYeah, I had this as well. :/ Tried it with nex, without and with EZ instead, then both. Then tried without any mods but those two, and same thing happened. Glad to see it wasn't me messing something up.
was working fine til I upgraded it the other night then it made the game crap. Running it in nexrelin
Yeah, I had this as well. :/ Tried it with nex, without and with EZ instead, then both. Then tried without any mods but those two, and same thing happened. Glad to see it wasn't me messing something up.
Version 1.9a
Bug Fixes:
*Fixed crashing error stemming from imperfectly deleted folders
Incoming teaser... what could possibly be attacking the poor little square?You're gonna have some serious issues with that... Not only is the AI gonna suck using it but it is also OP as well. It vaporized an asteroid that crossed paths with the pre charged beam and damn near insta destroyed that test target, which AREN'T supposed to be killed so easily!
https://www.youtube.com/watch?v=W5Ak1EOdZCU&
You're gonna have some serious issues with that... Not only is the AI gonna suck using it but it is also OP as well. It vaporized an asteroid that crossed paths with the pre charged beam and damn near insta destroyed that test target, which AREN'T supposed to be killed so easily!Don't worry, all these problems have been resolved... I can't give too many details yet but I can answer two of your concerns:
Version 1.10a : Drifting Crystal
Additions:
*Re-added and completely reworked campaign generation: no longer requires Nexerelin or EzFaction (still supports Nexerelin and Corvus mode)
*Added the Redemption, the first Crystanite Station (currently only appears in Nexerelin)
*Some Crystanite hullmods are now acquired from Character Skills
*Several new variants have been added: Crystanite fleets should now have more variety
*Added custom personalities to Crystanite when using Combat Chatter (works most of the time, some officers in nexerelin seems to be bugged)
*Added support for Combat Chatter mechanics such as boss ships and missile ammo warnings
*Added some special mechanics when using Nexerelin
*Added the White Dwarf Overload system, which converts the firerate bonus on WD cannons into a damage bonus
*Added AI support for the Rebirth's Phoenix System
Changed:
*All "Relay" hullmods now have increased range on larger hullsizes (+50% on cruisers, +100% on capitals)
*Crystanite (D) ships now only splits apart 30% of the time (non-D ships still break apart 100% of the time)
*Changed some minor mechanics in the new version of Nexerelin (fleet names etc)
*Changed the damage decals for Crystanite ships, and slightly changed vent color
*Changed the sound effect for the Lumio and PD-37 cannon
*The Splitter Shard launcher has new behavior
*The Worker and Grower now uses the new White Dwarf Overload system
*Minor adjustments to the Active Armor ship system: it is now cooldown-based rather than a toggle
*Slightly improved AI for some ship systems
Balance:
*Reduced the OP costs of practically all Crystanite hullmods by around 30%
*Heavy Drone shard launcher damage down to 50 (from 75), firerate increased to compensate (DPS unchanged)
*Splitter shard launcher damage from 100 x 10 to 50 x 20 (total damage unchanged)
*Seeder flux capacity up to 7000 (from 3500)
*Lumen flux capacity down to 7500 (from 15000), dissipation down to 250 (from 500), turn rate halved
*Lumio Cannon flux-per-second down to 700 (from 1300) and damage-per-secong down to 300 (from 600)
*Communion relay ECCM-capability up to 50% (from 30%)
*Storm cannon accuracy drastically improved
Removed:
*Removed the Hail cannon in its entirety; it was simply uneccessary, doing nothing in most situations
Bug Fixes:
*Fixed Drones, Heavy Drones and Cargo drones very rarily spawning in markets (they should not be bought that way in the first place)
*You can now properly equip the Melter and Modulator Maledict rewirings and the Heavy Drone Bay
*The Haystack now correctly displays the additional beams it fires as a buff, rather than a debuff
Version 1.10b
Bug Fixes:
*Fixed minor error causing Evasive Manoeuvre to display twice
Uh...did you intend to put "Yukari Secundus" basically on "Yukari Prime? In the system map, you are only able to tell that Secundus exists because of the name being there.
Seems like a cool mod, looking forward to trying it when I can
Nicke had confirmed some time ago that he wasn't going to work on getting Crystanite to 9.1a anytime soon, so highly unlikely, as he may be working on other things.Oh... :( ok. Pity, that. Thanks for answering, anyway!
I think his biggest crystalship is incorporated in one of missions in many mods i have.This is in fact just a coincidence: both mods use the same sprite, but are otherwise completely different entities. Just another risk of using Spiral Arms sprites (which is why my newer projects don't). For the record, I *think* the mod in question is Ship and Weapon Pack, however I'm not certain.
Nicke had confirmed some time ago that he wasn't going to work on getting Crystanite to 9.1a anytime soon, so highly unlikely, as he may be working on other things.Ah, yeah, I never did post that on the forums, did I?
Yeah, one/two of them (neither of them the biggest) appear in SWP's Arcade mission as miniboss(es), though NOT in the campaign.I think his biggest crystalship is incorporated in one of missions in many mods i have.This is in fact just a coincidence: both mods use the same sprite, but are otherwise completely different entities. Just another risk of using Spiral Arms sprites (which is why my newer projects don't). For the record, I *think* the mod in question is Ship and Weapon Pack, however I'm not certain.
Shame it's not updated, I loved the unique idea behind the faction, I wish we had more alien race mods