Fractal Softworks Forum

Starsector => Mods => Topic started by: Nicke535 on October 10, 2014, 09:54:22 AM

Title: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Nicke535 on October 10, 2014, 09:54:22 AM
(http://i.imgur.com/91JsYCx.png)

Download the Crystanite for Starsector 0.8.1a (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) and Combat Chatter (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Supports Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Download the Crystanite for Starsector 0.65.2a (https://www.dropbox.com/s/3hy4dh165d2k7uw/Crystanite%20%28OLD%29.zip?dl=1)


The Crystanite is a race of crystal-like beings, experts in armor technology. Indeed, their armor construction methods are so different, that it is totally incompatible with normal ship designs and modifications. They rely on powerful beam weapons, strong armor and unique aura-based hullmods to deal with their foes.

This comes at a cost, however. Almost all of the ships lack shield generators, and the ships are only really effective at its designated role. Their hull is also much weaker than most other ships, because of their strange armor construction methods.

Ships:
Spoiler
Traveler-Class Scout Frigate
(http://i.imgur.com/XhfMqR2.png)
When the burn drive is too slow.
This ship has very few uses. It can be used to transport some personel, but is otherwise too fragile to do anything in combat. Nothing can match its speed, though.



Wanderer-Class Tanker Frigate
(http://i.imgur.com/TOoqSpg.png)
Even the crystanite need fuel.
A modified Treveler, treat this ship like you would any other small tanker. Has ok point defense.



Pin-Class Frigate
(http://i.imgur.com/FW1xK8r.png)
These scale surprisingly well in numbers.
You will be seeing a lot of these. These are the main frigate of the crystanite, with below average durability but above avarage anti-armor damage.



Haystack-Class Heavy Frigate
(http://i.imgur.com/6pUFgmG.png)
Go on, fire a missile. I dare you.
A heavy frigate with insane point-defense and offensive capability, this one is a big step up from the Pin.



Janus-Class Experimental Frigate
(http://i.imgur.com/Jcue30L.png)
Now you see me. Now you do not.
The crystanite were missing one important thing; a phase ship. So i thought "Hey, why not take it one step further?". Thus was born the Janus frigate, a ship with both phase teleporter and phase cloak, and strike weapons to boot. It probably explodes if you breathe on it too hard, though.



Worker-Class Destroyer
(http://i.imgur.com/VGmgjmv.png)
Do not judge a book by its cover.
A technologically advanced ship with good anti-shield weapons. Currently the only ship with a shield generator, you have to remember that while the shield has good efficiency, it has horrible upkeep, so be careful.



Soldier-Class Support Destroyer
(http://i.imgur.com/pex5zwz.png)
Tachyon Lance? Pfft.
Equipped with a Maledict-class beam, this ship rips unshielded targets to shreds. Worth of note is that this ship has some anti-shield LRMs.



Laborer-Class Combat Hauler
(http://i.imgur.com/ntDQlJQ.png)
Note the "combat" part.
A surprisingly well-armored transport vessel. If you are playing as a trader in dangerous areas, this one is for you. Equipped with a Shard Swarm system, allowing it to burst down enemy shields.



Jupiter-Class Heavy Destroyer
(http://i.imgur.com/N7DJJrk.png)
Reminds me of Touhou.
Ironically the quickest crystanite destroyer, this ship has a mobility system and can fire a staggering amount of shots per second. It suffers from some flux issues, however.



Hive-Class Carrier
(http://i.imgur.com/XWkRc3x.png)
Probably the most heavily armed carrier in existance.
This is the cruiser/carrier/support ship combination you never thought you wanted. It fields a large amount of short-ranged weapons, several LRM launchers and a full fighter escort. This formidable firepower is further increased by its Shard Swarm system.



Grower-Class Attack Cruiser
(http://i.imgur.com/kMM9Yuk.png)
A simple ship for a simple purpose; destruction.
Not much to say about this one, really. It is a cruiser with a lot of forward facing guns, and enough point defense to stop Annihilators. Lacks a ship system, as all the power had to be rerouted to weapons.



Lumen-Class Support Cruiser
(http://i.imgur.com/CIQT6mY.png)
Be blinded by your own ignorance!
A powerful long-ranged vessel with a huge energy cannon. You will need a lot of flux vents on this one.



Preserver-Class Point-Defense Cruiser
(http://i.imgur.com/rxO5bDi.png)
All your point-defense are belong to us.
If you have ever felt "hmm, i think i need more point defense", then this ship is for you. It has a staggering amount of point-defense weapons with insane range. It can protect several ships at once thanks to the range of its point-defense weapons. It has no direct combat ability, however.



Halo-Class Drone Controller
(http://i.imgur.com/eixmgiG.png)
Drones. So many drones.
A dedicated drone ship, this ship can unleash 15 crystal minidrones, each equipped with a Light Discomfort Beam. It slowly regenerates its drones over time. Has few other merits.



Halo mkII-class Advanced Cruiser
(http://i.imgur.com/EHhW4nF.png)
Good ship, if you have the supplies for it.
Advanced ship, it has powerful frontal armament and a 360 degree point-defense weapon. It eats through supplies, though.



Seeder-Class Evacuation Vessel
(http://i.imgur.com/qeybtTY.png)
When you need A LOT of something, and do not mind how long it takes.
For those who want a capital-sized transporter with room for both crew, fuel and supplies. This thing is probably slower than stations.



Payback-Class Battlecruiser
(http://i.imgur.com/rwlTsyz.png)
What rhymes with beams? More beams.
The dedicated Battlecruiser of the crystanite fleet, this ship is equipped with a lot of short ranged beam weapons, and has secondary Shard Swarm Launchers to take down shields. Uses a high flux, long cooldown teleporter to engage the enemy, but has no way of escaping if things take a turn for the worse.



Thor-Class Battlecruiser/Capital-Grade "Glass Cannon"
(http://i.imgur.com/61EjNSF.png)
Sure, it is easy to kill. The hard part is killing it before it kills you.
A glass cannon of titanic proportions, this vessel can annihilate most ships before they even get in range. It suffers from severe flux and durability issues, though.



Rebirth-Class Arkship
(http://i.imgur.com/tGIieoX.png)
You thought the Payback was overpowered? Think again.
Not much to say here. A huge, badass ship capable of wiping out entire swarms of frigates with its Phoenix system. Due to the risks involved (and AI limitations) Crystanite commanders will not fire the Phoenix-system, and rarely ever fields these ships in a fleet. But if you ever see one; run.
[close]


History
Spoiler
The Crystanite is an ancient race of starfaring aliens, who have been along for as long as anyone can remember.

The origins of the Crystanite have been long forgotten, lost in the great crisis from which they have suffered. The Crystanite still tell tales of "The Day of Judgement", the most tragic event in crystanite history. This event was also remembered in the old Domain, but there as the day of victory. On that fateful day the Domain fleet, spearheaded by five Onslaught-class capital ships, found the home system of the Crystanite. Over 99% of the crystanite population was wiped out, with only three Seeder-class evacuation vessels making it out.

From this day onward, the Domain considered them exterminated. But they were anything but. Bloodied, but unbowed, as the sayings go.

Crystanite are entirely made up of the non-organic matter from which they are named; "Crystanite". Crystanite is a unique material native to the crystanite homeworld, with unique properties, such as rapidly changing other materials into crystanite, when correctly stimulated. The crystanite themselves survive by absorbing solar energy and storing it within their bodies. They have developed incredible technologies involving light, and have even invented an almost perfect method of turning light energy into kinetic energy, which is how their ships are propelled forward. However, their technologies in the fields of flux usage is almost nonexistent, falling behind even hegemony technology by centuries.
[close]

Some videos of the ships in action:
Spoiler
https://www.youtube.com/watch?v=i1r2NajDTfU
https://www.youtube.com/watch?v=UGy-8KLTRAU
https://www.youtube.com/watch?v=JcqZeBOydDw
https://www.youtube.com/watch?v=tLehRkaPH0w[/
[close]



Since i cant sprite if my life depended on it, i simply modified some of the sprites HELMUT gives away for free (with his written permission). Also, BIG thanks to Kazi and Tartiflette, i could not have made this mod without using their code!


Changelog
Code
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.
Title: Re: The Crystanite (0.62)
Post by: ORMtnMan on October 10, 2014, 12:24:41 PM
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?
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 10, 2014, 12:34:57 PM
Two things, did you ask permission, and pictures please?

Pictures are on the way :)

When it comes to permission, i will qoute HELMUT himself
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.
Title: Re: The Crystanite (0.62)
Post by: Tartiflette on October 10, 2014, 12:47:39 PM
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?
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 10, 2014, 12:49:42 PM
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?

I could try to contact him. Will try that now.
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 10, 2014, 01:03:58 PM
Until i get written permission from HELMUT that using his sprites is OK, the download link will be disabled. Sorry for the inconvenience.
Title: Re: The Crystanite (0.62)
Post by: ORMtnMan on October 10, 2014, 02:11:19 PM
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.
Title: Re: The Crystanite (0.62)
Post by: Sabaton on October 11, 2014, 06:41:08 AM
 Eh, I don't see the point in bothering someone when they posted on a free sprites use topic, I mean, if I post my stuff on a free for use thread then I have nothing better to do with them and want people to use my work, otherwise I wouldn't and put them in a mod.
 Besides, that place is a graveyard anyway. Hellmut is a more active user true but who nows how long it takes ti'll you get a reply?
 
 As for the modifications, don't tell me you defiled those perfect blue crystals? (readies angry heretic hunting mob).
Title: Re: The Crystanite (0.62)
Post by: HELMUT on October 11, 2014, 08:47:36 AM
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.

Fortunately that's not the case here.
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 12, 2014, 04:45:00 AM
Download link is back up :) (There is still only a single test mission, though...)

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.

Thanks. I just wanted to be 100% sure, since i DID photoshop them.

As for the modifications, don't tell me you defiled those perfect blue crystals? (readies angry heretic hunting mob).

Sorry! Had serious issues with the transperancy bugging up the sprites, so i had to make them opaque. When it comes to the color, i am thinking of adding different colored crystal ships, all with their own unique characteristics. Atm, however, i am simply trying to get in the basics. So please, spare me the mob.
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 12, 2014, 08:28:56 AM
New version out! You can now play the "Day of Judgement" mission, where you have to escort three Seeder-class Evacuation Vessels to safety.

Also, i finished implementing the basic ships. They will probably be changed in the future, but at least they're in now!
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 18, 2014, 01:50:00 AM
Update! Now includes the powerful Desert-Class Heavy Artillery Vessel.

(http://i1377.photobucket.com/albums/ah73/nicke535/crys_green_desert_zps8a5e7921.png)

The Desert-Class uses green crystanite armor, making it seriously hard to destroy, but also making it a lot slower. It has a lot of built-in Cactus Cannons, the trademark artillery weapons of the Green Crystanite.
While these weapons are primarily found built into green crystanite ships, they can be fitted inte normal ballistic slots.


EDIT: The green crystanite is no more!
Title: Re: The Crystanite (0.62)
Post by: MesoTroniK on October 18, 2014, 02:27:53 AM
Picture is not working.
Title: Re: The Crystanite (0.62)
Post by: Sundog on October 18, 2014, 10:14:37 AM
Images aren't working for me either. It looks like your files aren't set to be publicly accessible.

Dropbox gives me this error when I try to open your images in a new tab:
Quote
Error (403)
It seems you don't belong here! You should probably sign in. Check out our Help Center and forums for help, or head back to home.
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 18, 2014, 11:46:28 AM
Picture is not working.
Hmm, thats wierd. Gonna try to fix it.
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 18, 2014, 11:56:56 AM
Pictures are now up again. I changed to photobucket.
Title: Re: The Crystanite (0.62)
Post by: Sabaton on October 18, 2014, 01:42:43 PM
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.
Title: Re: The Crystanite (0.62)
Post by: MesoTroniK on October 18, 2014, 03:01:05 PM
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.

I only looked at two ships, the big one is mostly fine though it could likely lose one or two. That smaller ship though, yea I would recommend removing a large number of them :)


(http://i.imgur.com/lqWYh8n.jpg)
Title: Re: The Crystanite (0.62)
Post by: Erick Doe on October 19, 2014, 05:24:14 AM
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.
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 19, 2014, 05:49:10 AM
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.

First of all, thanks! I really needed some feedback to see what has to be done, as i haven't done anything of this scale before. Now, lets think about it more in detail.

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.

You are quite right about that. I used some sort of overlay in photoshop as a placeholder more or less, just to see how it looks. I am thinking of still having two different colors, the "blue" original one, and another one (most likely the green, it turned out better than the red). This is to donate the important difference between "mainstream" ships and "ancient" ones.

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.

Yet again, spot on the money. I use vanilla weapons as placeholders, until i come up with a good assortment of weaponry (beams? plasma? TWO beams?). I also despise the cactus cannons, due to their "glossiness". I made them by copy-pasting crystal over the Mark IX Autocannon, and thus the quality is to be questioned. Built-in weapons could be a good idea, but first i have to come up with some.

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

And yeah. I probably should fix the bounds.

So, to summerize: i am most likely reworking the entire race in the next version (0.5a! And this from an idea i got when i couldnt sleep!)

Thank you for all your feedback. It means a lot to me.
Title: Re: The Crystanite (0.62)
Post by: Ryxsen1421 on October 19, 2014, 09:20:46 AM
Pictures are now up again. I changed to photobucket.

Try imgur, it's much simpler and doesnt require you to sign up.
Title: Re: The Crystanite (0.62)
Post by: Cycerin on October 19, 2014, 05:00:24 PM
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.
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 20, 2014, 12:24:09 PM
Complete overhaul! Check the changelog for more details!
Title: Re: The Crystanite (0.62)
Post by: Erick Doe on October 21, 2014, 04:33:48 AM
That's gonna give some ugly ghost hits, you only skimp on bound points if it means the bounds are buried inside the sprite.

Wouldn't be as bad if it were a small ship (frigate or smaller), but apparently that ship is rather big and yes that would give ugly ghost hits.
Title: Re: The Crystanite (0.62)
Post by: Nicke535 on October 23, 2014, 09:37:28 AM
Now fixed for 0.65! Though it still does not have campaign integration... what should i do first? Campaign integration or more ships?
Title: Re: The Crystanite (0.65 compatible!)
Post by: Nicke535 on October 23, 2014, 10:26:01 AM
New ship: the Payback-Class Battlecruiser!

Image:
Spoiler
(http://i1377.photobucket.com/albums/ah73/nicke535/crys_payback_zps902fb90d.png)
[close]

The Payback-class was the first vessel to be built after the day of judgement, it earned its name when it took out two Onslaught-class Capital Ships on its own.

This ship is the epitomy of Crystanite engineering, it fields no less than 2 Maledict-class Beams, 10 Curse Beams and 12 Discomfort Beams. This behemoth is known to take on almost any capital ship and remain practically unsceathed. Its mass is so large that many frigates simply turn into dust when rammed (be careful of friendly fire, Pin-class frigates have a tendency of impaling themselves on this ship).

Please note that the Harpoon MRM's are placeholders (working on some sort of "shard missiles")
Title: Re: The Crystanite (0.65 compatible!)
Post by: Sabaton on October 24, 2014, 12:22:33 AM
 I see what you did there, and I gotta say it's kinda lazy. Don't feel pressured to add stuff too early, get used to modding, spriting, coding, etc.
 Let it come natural, then you'll deliver a blast.
Title: Re: The Crystanite (0.65 compatible!)
Post by: Nicke535 on October 28, 2014, 04:41:59 AM
Major update! The "Lore Update" is now up and running!


The descriptions for the ships, weapons and systems are now finished (no more descriptionless stuff!)

Added the Shard Swarm system, and the Shard Swarm weapon, installed on the Hive-class and the Payback-class respectively.

Removed all placeholder weapons and sounds.

Changed the sounds for shields and flux venting, though i'm not that happy with the flux sounds


Any suggestions on what to add next are welcome :)
Title: Re: The Crystanite (0.65 compatible!)
Post by: Nicke535 on November 05, 2014, 01:07:09 PM
Major update! I finally managed to get it working in the campaign! Now to add some more civilian ships...

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...
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Aklyon on November 05, 2014, 02:13:35 PM
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.
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Nicke535 on November 05, 2014, 11:52:15 PM
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.

Oh. I didnt realize that. Let me check.
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Nicke535 on November 05, 2014, 11:54:46 PM
Ok, fixed the download link.
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Aklyon on November 06, 2014, 07:10:22 AM
Code
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)

I got a crash before the title screen :/
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Nicke535 on November 06, 2014, 08:51:59 AM
Code
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)

I got a crash before the title screen :/

*facepalm*

I am an idiot. I somehow managed to COMBINE my old folder with the new one, leading to serious errors. This only happened on my dropbox, though.

I fixed it now (i hope...)
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Aklyon on November 06, 2014, 10:25:22 AM
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.
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Nicke535 on November 06, 2014, 10:44:41 AM
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.

Thanks for the feedback! I'm going to implement ship systems on all ships in time, so just bear with it! When it comes to speed... i sort of get what you mean. I need to buff up some of the smaller ships speed, but otherwise im happy with the result (the payback is designed for either defensive or "40 to 1" scenarios, so i feel its speed is appropriate). I am also far from finished with the ships, civilian vessels specifically is something i have to work on.

And then comes the thing with reputation... I seriosly dont know how to fix that. I am considering adding a hegemony minor base in the Baka system for this purpose, but i will have to work on that.

EDIT: I checked the core files; the payback class has a standard speed of 15, but it has the Heavy Crystanite Armor installed as standard, which reduces its speed and also reduces its zero-flux boost.
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Aklyon on November 06, 2014, 10:47:38 AM
Well if thats what the Payback is built for, I can see why its so slow. :D
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Nicke535 on November 09, 2014, 03:55:52 AM
Big update! The "Civilian Update" is now up and running!

(http://i1377.photobucket.com/albums/ah73/nicke535/crys_flag_zps448ac711.png)

The crystanite no longer need food in the campaign. Instead, they rely on Solar Capsules, which are produced at special outposts. There is a known bug that the Independant and the Tri-Tachyon somehow produce these, and also have a demand for them (for reasons beyond me).

I also added some more "civilian" crystanite vessels, giving them more flexibility. As you can see above, i also added a flag! Full changelog below.

As always, suggestions are welcome!

Changelog:
Code
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...
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Nicke535 on November 24, 2014, 11:05:53 AM
Perfect Necromantic Magic: Resurrection!

Just kidding. But seriously, i should have released my update long ago. But here it is anyway, enjoy!

Changelog: 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.

On a side note, i am writing a story at school about the crystanite. The prologue and first chapter comes here!

Spoiler
Prologue:
Norona. That was her name, she knew that much. But everything else was sort of foggy. What was she doing here? Where is here? The more she thought about it, the more confused she got. Why was everything so dark? She hated the dark, though she could not for her life remember why. Did it have something to with her past? Most likely. Her senses were slowly coming back to her. She started hearing things. There was someone talking in the distance, but they spoke so slowly, she could not make out the sounds. What was going on? She decided to take a look, so she stood up to her full length. Now she saw why it had been so dark: she had been curled up inside a small crater in the ground. Over in the distance, she finally spotted who was talking. Humans, by the look of it, and they seemed scared. A single, loud sound pierced the air, and some part of her body recognized the sound. A human military-grade rocket launcher, most likely fired at her. As she saw the projectile soar through the air in her direction, she realized she would not be able to dodge it in time. She had almost accepted her fate, when she remembered a very important fact. She did not need to dodge it. Everything turned white.

Chapter One: Norona the Crystanite
As the explosion enveloped her body, she felt nothing. Exterior sensory organs was one of the many things she lacked, and she was happy about that at the moment. She made a spur of the moment decision to kill the human aggressors, lest they fire again. She is tough, but she is not invincible. Precisely zero-point-four seconds after the missile hit, she jumped out of the fireball. Moving as fast as her sluggish body could move her, she quickly closed on the humans. She may be slow, but if someone was slower, it was the humans. The humans were screaming in panic, their speech slow as ever, as she finally got a good view of the situation. There were six of them, three armed with some form of pistols and one armed with the monstrous rocket launcher. The other two were unarmed, they were most likely escorted by the other four. But it was obvious they did not expect this sort of encounter. She quickly decided that the men with pistols were the only real threat at this range, and went in for the kill. The first two went down in an eyeblink, their bodies impaled by Noronas arms. The third one had enough situational awareness to of fire a round at her, though it could just as well been a pebble for all the damage it did. She threw away the still-bleeding corpses on her arms, and headbutted the last armed human to a bloody pulp. The last three humans had done the more sensible thing and started running for their lives. Norona did not feel like taking the risk of them returning in greater numbers, and quickly set of in pursuit. In a couple of seconds she caught up, and she wasted no time in trying to get elaborate. The sheer mass of her body slamming into the first two humans was more than enough to crush most bones in their body, and it was no challenge to punch the head of the last human clean of his shoulders.

As the fighting calmed down, she reflected on her surroundings. A wasteland extended in every direction as far as she could see, and the only real thing of interest she could  see was a second crater, much larger than the one she was in, about three kilometer away. The ground surrounding her was stained with the blood and viscera of the recently killed humans. They had not been a match for a crystanite. As she thought that, memories started flooding into her mind. She remembered:

The crystanite. A race of advanced space faring creatures, the crystanite are famed for their size and power. They are about 2.6 meter long, with a powerful build that belies their speed. The crystanite refers to each other as female, even though they have no real genders. The crystanite are entirely non-biological, made up of the material from which they are named: “Crystanite”. “Crystanite” have unique interactons with light, being able to produce incredible results, such as transforming light energy into kinetic energy, something the crystanite have become adept at exploiting. Crystanite are recreated when a small piece of this “Crystanite” is mutated, giving it a form of counciousness. This process takes years, however, so crystanite reproduction is very slow.

The crystanite have no true lifespan, each of them surviving by absorbing solar energy and storing it within their bodies. This energy can then be used to regenerate their bodies, power ships, blind their oponents and many other incredible feats. While this means that crystanite population does not decrease naturally, it does mean that the death of a crystanite is a tragic event indeed.

The crystanite are all united in a single group, the “Crystanite Coalition”. This coalition have equality, justice and cooperation as its cornerstones, with all crystanite expected to do their part. They had been living fairly peacefully for as long as anyone could remember, with the exceptions of a few rebellions and skirmishes with other races. The crystanite homeworld is callled Crystanos, and it is a natural wonder. In a geostabilized orbit around a bright star, half of crystanos has eternal day. As far as the eye could see, there is crystanite growing, making sure to absorb all sunlight there is. Norona had been blessed to be born on such a planet…


Norona came to again. She now realized why she could shrug of such weapons with ease; she was of course a crystanite! How could she have forgotten? Now it was clear to her, the lack of memory she was experiencing was not normal. She must have been in some kind of accident. Had it been related to the crater in the horizon? She did not know, but she had to give it a try. A crystanite did not have it easy during the night.
[close]

As usual, feedback is welcome.
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: xagemox on November 24, 2014, 12:12:06 PM
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!
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Nicke535 on November 25, 2014, 01:03:22 AM
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!

That sounds like a good idea. A short range shield-busting lightning gun, perhaps?

As a side note, i completely forgot to add descriptions in the latest version. Will be adding that sometime this evening.
Title: Re: The Crystanite (Campaign integrated!) [0.65.1 compatible]
Post by: Nicke535 on November 25, 2014, 10:22:47 AM
Hotfix. Descriptions for the new weapons and the new ship have now been added.
Title: Re: The Crystanite (Version 1.0) [0.65.1 compatible]
Post by: Nicke535 on December 06, 2014, 09:49:00 AM
New version! Version 1.0 is now up and running

This version adds some much-needed variety to crystanite vessels, with five all-new ships. Most of these ships were created by an institution within the crystanite called the Crystanite Science Brigade (CSB for short, expect too see more of them). Some pictures of the ships in action:
Spoiler
(http://i1377.photobucket.com/albums/ah73/nicke535/screenshot043_zps2dd29865.png)
Reminds me of Touhou.

(http://i1377.photobucket.com/albums/ah73/nicke535/screenshot029_zps02edce0f.png)
When Sabots are not enough

(http://i1377.photobucket.com/albums/ah73/nicke535/screenshot035_zps423c8e4b.png)
Thor smite you!

(http://i1377.photobucket.com/albums/ah73/nicke535/screenshot024_zps2fb1dda4.png)
All your point-defense are belong to us.
[close]

I also did some minor rebalancing all across the board.

Oh, and i added another chapter of Norona's journey

Full changelog:
Code
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
Title: Re: The Crystanite (Version 1.0) [0.65.1 compatible]
Post by: SpaceRiceBowl on December 06, 2014, 05:58:16 PM
Damn dude, those are some nice weapon effects
Title: Re: The Crystanite (Version 1.0) [0.65.1 compatible]
Post by: Nicke535 on December 07, 2014, 12:25:42 AM
Damn dude, those are some nice weapon effects


Why thank you  :)
Title: Re: The Crystanite (Version 1.0) [0.65.1 compatible]
Post by: Nicke535 on December 13, 2014, 02:39:13 AM
Warning; This update WILL break saves.

Update 1.1 for the Crystanite

I followed the poll results and decided to rewamp almost all old ships (the Grower and Traveler being the exceptions). They are now generally more different, and the Payback is now even slower (do not ask why, ask why not.) It has a form of teleportation system to compensate, though it is not very useful in combat. The Soldier and Hive have also lost some of their direct combat capability for more long-range support weapons. I also added two small Hegemony bases to Baka, providing a new way to grind reputation with the Crystanite (or the Hegemony if you are so inclined, you bastard.)

But i could not just leave it at that, so i made THIS:
Spoiler
(http://i1377.photobucket.com/albums/ah73/nicke535/screenshot052_zpsca2c2c8d.png)
[close]
So yeah. Theres that.

Full changelog below:
Code
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!!!)
Title: Re: The Crystanite (Version 1.1) [0.65.1 compatible]
Post by: Nicke535 on February 13, 2015, 09:03:54 AM
Warning; This update WILL MOST LIKELY break saves

Update 1.2: The "Small" Update (https://www.dropbox.com/sh/bclyu2u4vuxszvi/AAD1O-oqBUyrqozjqFZeSTFta?dl=1)

Indeed, i am back! It took way longer than it should, but here it is! This will most likely be the last update for the crystanite in quite a while, as i dont have much free time, and most of said free time is "wasted" on my WIP mod, "Project Vortex".
Anyhow, without further delay, the ships:

The "Haystack" is a heavy frigate which is good all around.
(http://i1377.photobucket.com/albums/ah73/nicke535/crys_haystack_zpssbklcont.png)

The "Mercury" is a support frigate armed with a devastating Heavy Shard Launcher and little else.
(http://i1377.photobucket.com/albums/ah73/nicke535/crys_mercury_zpshfzmggqv.png)

Finally, the "Janus" is the only phase-ship in the Crystanite Fleet, and has superior manueverability. It lacks in armor, however.
(http://i1377.photobucket.com/albums/ah73/nicke535/crys_janus_zpsbobvrlvd.png)

Full changelog below
Code
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

As usual, feedback is appreciated.
Title: Re: The Crystanite (Version 1.1) [0.65.1 compatible]
Post by: Agalyon on February 13, 2015, 09:14:06 AM
...
Hey, thanks for the speedy update. Very much appreciated. Good luck on your WIP.

I think you really really REALLY need to make the Halo regenerate drones, or at the very least have a whole lot more drones. A ship that dedicated to drones, especially drones that die as fast as they do, shouldn't be as limited as it is. If the drones were just a facet of the ship, I think it would be fine, but a dedicated drone ship needs to be able to rely on its drones, and the Halo can't.
Title: Re: The Crystanite (Version 1.2) UPDATE! [0.65.2 compatible]
Post by: DinoZavarski on March 08, 2015, 03:47:04 AM
Hello,

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):

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"

Title: Re: The Crystanite (Version 1.2) UPDATE! [0.65.2 compatible]
Post by: Nicke535 on March 08, 2015, 10:00:14 AM
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.

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)

You also have to fix the following file name case related typos, that break game loading (case-insensitive OS not affected):

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"
Fixed, thanks for telling me. I have not been working with anything else than windows.
Title: Re: The Crystanite (Version 1.2) UPDATE! [0.65.2 compatible]
Post by: DinoZavarski on March 08, 2015, 12:05:05 PM
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.

----

| [email protected] [2]% unzip -l mod_test.zip                                                                                          150308-2049.21-7 :)

Archive:  mod_test.zip
  Length      Date    Time    Name
---------  ---------- -----   ----
        0  2015-03-08 16:55   /
 14252187  2015-03-08 16:50   Crystanite.zip
---------                     -------
 14252187                     2 files

-----

This one is ok. Both mod_test.zip and the Crystanite.zip found in it unpacked with the stock unzip tool. It seems to use some extensions to the format, but unlike the previous one is made to be backwards compatible.
Title: Re: The Crystanite (Version 1.2) UPDATE! [0.65.2 compatible]
Post by: Nicke535 on March 08, 2015, 01:06:57 PM
Good. I am changing my main upload to this new one to ensure backwards compatibility. Please tell me if you find any other errors.

Oh, and i forgot to report that i altered the main page a couple of days back. Just to make things tidier.
Title: Re: The Crystanite (Version 1.2) UPDATE! [0.65.2 compatible]
Post by: Nicke535 on March 19, 2015, 01:41:22 PM
Update! Version 1.3 is now up!
Update 1.3: The "Small" Update (https://www.dropbox.com/sh/bclyu2u4vuxszvi/AAD1O-oqBUyrqozjqFZeSTFta?dl=1)

I know what i said about not updating the crystanite for a while... but i simply could not stand the temptation. So here it is!
The focus of this patch was to add custom music and sounds for the crystanite, but i also added two new ships.

I uploaded some videos to demonstrate the new sounds and features:
Spoiler
https://www.youtube.com/watch?v=UGy-8KLTRAU
https://www.youtube.com/watch?v=JcqZeBOydDw
https://www.youtube.com/watch?v=tLehRkaPH0w
[close]


Full Changelog:
Code
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)
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Az the Squishy on March 19, 2015, 07:37:09 PM
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. :[

Code
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)
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Nicke535 on March 20, 2015, 12:46:52 AM
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. :[

Code
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)

I did not think there was any errors on linux... and judging from the error file, it is missing the "skins" folder or reads it too late. Let me check.

EDIT: I dont get what causes the error, but i might have found a way to fix it. It requires extensive work, however, so i will patch it around this evening. Please tell me if Linux throws any other errors.
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: Nicke535 on March 20, 2015, 11:13:25 AM
Quick patch; the linux issues should be fixed. This update WILL break saves. Consider leaving the old version if you are running windows.

Download update 1.31 (https://www.dropbox.com/sh/bclyu2u4vuxszvi/AAD1O-oqBUyrqozjqFZeSTFta?dl=1)

If Linux problems persist, send me the error log and i will try to sort it out.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: HELMUT on March 21, 2015, 07:40:14 AM
Can't launch the game with them.

Code
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)

It also still show as 1.2 despite downloading from your latest link.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Nicke535 on March 21, 2015, 08:19:19 AM
Can't launch the game with them.

Code
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)

It also still show as 1.2 despite downloading from your latest link.

The 1.2 - thing is just me forgetting. As for the crash... i have no idea. It runs fine on my system. I really dont know what could be throwing that error...
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Tommy on March 21, 2015, 05:55:13 PM
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.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Nicke535 on March 22, 2015, 01:58:02 AM
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.

1) I am thinking about it, but currently it does not regenerate. I should probably add that in, since as long as its reload time is long enough to prevent infinite overloads (that thing can overload cruisers for about 14 seconds) it should not be overpowered.

2) This is a problem with all crystanite ships using shard swarms. I do not know how to make AI-scripts, and thus their behavior is kind of wierd. They only ever fire shard swarms if you fire missiles at them first (because they use vanilla Flare AI). I am desperatly trying to find a way to fix this, but as of yet i have come up empty.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Tommy on March 22, 2015, 02:34:15 AM
About 1) even if you do make the ammo regenerate, I would still not use that ship. Just thought this might help :)

At 2) at least you're actively trying to fix it, that works for me :)

Thank you!
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Tommy on March 22, 2015, 04:32:36 AM
Also, I wanted to tell you that the drones on the Halo are not regenerating. Once they're gone, they're gone.

I have version 1.2. So yep, I saw they got fixed in 1.3
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Nicke535 on March 22, 2015, 04:55:31 AM
Um... ok everone, i think something broke during mod upload...

My personal version is running fine, but when i download the new one i get the crash HELMUT was talking about... new upload going up in about 10 min, lets see if that fixes it.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Nicke535 on March 22, 2015, 12:00:53 PM
Ok, the mod upload is now finished. It took me WAY longer than expected, but it works now.

You must redownload the mod in order for it to work properly.

Tell me if something screws up.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: HELMUT on March 26, 2015, 02:02:21 PM
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.

There is no numbers on the hullmods. When i use something, i like knowing exactly what it does rather than a vague "mobility increase" or something like that.

The sprites need some clean-up. There are some rogue, flying pixels around the ships. Granted, it's originally my fault but hey!

Some of the weapons (discomfort/curse beams) and ship systems (traveler drive) are obnoxiously loud. A single ship using those is already uncomfortable to the ears, several doing it become painful.

Some ships are "badly" builts. The Pin for example doesn't need the 10 flux capacity/venting its variant gave it. With only 8 points in venting, the ship become "flux neutral" so it can easily get away with 5/6 points in venting to work. I didn't noted all the ships with this problem but i think there are quite a few, especially in the frigate category.

Not every ships have a system. Nor a description. A bit sad.

Some ships roles overlap with each others, some are clearly better while the other are pretty worthless. There is no point in taking a Traveler scout when a Pin with some hullmods can already outrun everything in the game. Too many ships doing nearly the same things, a lot of them should disappear.


There's probably quite a few more issues like those, i haven't found all of them. But now i'm going to talk about the biggest problem of the Crystanite, balance.

In the modding guideline thread (http://fractalsoftworks.com/forum/index.php?topic=9052.0) we can clearly see that the Crystanites breach some of the important rules. The biggest problem in my opinion is the "extreme" stats. In this case, armor and hull.

The stats divert way too much from vanilla and as such it tends to break the game. Some other mods suffered from similar problems (BGE, P9...) and there's no real workaround for this.

In the case of the Crystanites, the gigantic amount of armor renders any kind of weapon other than high-explosive nigh-worthless. Armor reduce the damage taken up to 85% depending on how much armor the ship have. The only way to take down the crystal ships is just to bring the biggest amount of high-explosive damage in a single hit, like reapers or hellbores. As such, frigates and destroyers can die incredibly easily by a single torpedo or a few other kind of missiles. While Crystanites frigates and destroyers are nearly invincible in some situations, they become utterly helpless in some others.

That's why in my campaign i quickly ditched frigates and destroyers to get the bigger ships with more armor. And cruisers are way, way more survivable and efficient than the lighter classes. Never during my campaign, no matter how recklessly i played, i have lost a single cruiser, because at nearly 10.000 armor, they could shrug off several reapers hits.

It was even worse with capital ships. During late game, my Payback class had 18900 armor, i could teleport right in the middle of a Neutrino fleet with several Jackhammers, going for a coffee with my payback standing there (not even on autopilot) and when i was back, the Phases array cannons with their ridiculous DPS were still trying to scratch the paint of my ship.

So yeah, the stats are too extreme. Because they have very low hull hit points, the smaller ships quickly become obsolete. And because they have an awful lot of armor, the bigger ships were basically indestructible. And that's bad for balance, because not only playing god mode isn't fun but it also renders useless half the ships of the faction.

On top of that, balancing a shield-less faction is hard. Exigency and Templars did it but they had to use some exotic systems and arcane scripts to make them work. If on top of that, you add extreme stats, i can't see how it could possibly work.

So, what to do then? First thing would be to reduce the extreme stats. A Payback with 10.000 hull (from 2500) and 3000 armor (from 13500 with the buil-in hull mods) would feel much more reasonable and still retains the main idea of the faction. After all, 3000 armor is nearly twice as much as an Onslaught, that's huge! But not completely absurd. In the end, rounding the stats corners would remove the main problem with the faction.

And then, there's the shield-less problem. While it's not as game-breaking as the other one, it still a big obstacle to overcome to reach balance. I can think of several solutions.

The easiest and most boring one: adding shields (some crystanites ships already have one). But because they already have very high armor, those would need to be quite crappy to compensate. The bright side is that Crystanites wouldn't need to be immune to emp anymore, which is good because emp weapons are a big part of the game and they currently ignore it. This idea also work with phase cloaks if you want something a bit more exotic.

The hardest but most interesting one: a fancy system like Exigency or Templars as i said earlier. The biggest trouble will be to actually find what kind of defense system they'll have and to make a script for it. You can probably find some clues on the radioactive code dump thread. (http://fractalsoftworks.com/forum/index.php?topic=6452.0)

Another solution, actually my original idea when i sprited the original ships. A wall of drone that would act a shield. Two problems appear with this idea though. Firstly, it'll take the place of the ship system, unless you manage to add it via some weird script, which is basically the solution 2. The other problem is the AI currently have a weird obsession over drones and will try to shot them down at all cost and will often ignore the main ship. I'm pretty confident that Alex will eventually fix this but in the meantime, that's how things are.

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.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Nicke535 on March 27, 2015, 02:13:30 AM
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.

Thank you! Finally some feedback i can work with. Lets take it from the top down;


Mechanics

The Hullmods lack numbers
Yeah, i should add that. I was a bit too lazy when i made them. You can expect this fixed in the next patch.

The sprites need some clean-up
Will get to it. I try to remove these as soon as i find them, but i should make a full check to get rid of them.

Loud weapons and systems
The Discomfort Beams have their volume turned down to 10% already but i suppose that was not enough. Will get right to it.

"Badly" built ships
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.

Not every ship has a system or description
I am aware of the System issue. This mostly applies to my frigates, who are too small to mount Shard Swarm systems. Would you mind telling me the ships lacking a description? I thought i got them all in the last patch.

Too many ships with overlapping roles
Sigh. Yeah. I know about this. It is just that every time i make a patch, i just feel like making a new ship. I am working on a new sub-faction, so i might "move" some ships to that faction. Otherwise i dont see any simple solution. I simply have to purge my ships (prefferably with high explosive damage, or it will take a while.)


Balance
This has to be fixed. This mod is no longer the "experiment" it once was; it has become something were actual balance is necessary. I am working on a big patch, so i will attempt to rework them pretty seriously during said patch.

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.


It will take time, but i will try. I will try so that one day, one day, the Crystanite will show in their full glory.

If anyone else has any suggestions bubbling inside of them; let it out! I need other people's opinions to improve my mod.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Protonus on March 27, 2015, 04:28:32 AM
I can help you with those, but some won't guarantee anything too special. :)

Had them listed in this nest:
Spoiler
The Hullmods lack numbers
Yeah, i should add that. I was a bit too lazy when i made them. You can expect this fixed in the next patch.
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.
Spoiler
Code
    @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]


"Badly" built ships
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.
EI 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.

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.

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.

Like the "getBeamDamageTakenMult" to 0.5f, which Exigency (http://fractalsoftworks.com/forum/index.php?topic=6509.0) usually has that kind of resistance with, or reduced "getKineticDamageTakenMult" for Kinetic damage that my Faction usually thrives with.


As for Shields, if you really want to pursue, Armor should also be subjected to balancing. As some crystals can also be surprisingly brittle.
[close]

That's all I could say for now.  ;D
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Nicke535 on March 27, 2015, 08:39:36 AM
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.
Spoiler
Code
    @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]
Dont mind if i do!

"Badly" built ships
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.
EI 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.
Huh, did not think about that mathematical solution. I will probably go for a more "hullmod-heavy" approach, though.

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.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: HELMUT on March 27, 2015, 09:41:08 AM
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.
Title: Re: The Crystanite (Version 1.3) [0.65.2 compatible]
Post by: Nicke535 on March 27, 2015, 01:26:11 PM
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.

Darn it, i somehow removed that during the Linux fixing. I will get right on it.
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: Deathfly on March 27, 2015, 06:35:50 PM
Just notice the only pickable default AI for a weaponized shipsystem is the FLARE AI...
you could take a look at the Neutrino_PhaseMissileSystemAI I coded as an reference for weaponized shipsystem AI(I used to try to make it more universal, but adjustment it for a HE low guidance missile weapon at last).
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: Protonus on March 30, 2015, 07:22:50 PM
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.

Just a figment of my imagination, which I don't usually force others to succumb under it. ;)
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: Nicke535 on March 31, 2015, 12:34:19 AM
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.

I would LOVE that. It is just that i do not even know where to start... Ok, time for brainstorm.

If i made a hidden, decorative, builtin weapon (like the Crystanite Armor Repairer) that runs an EveryFrame script, i should be able to detect damaged armor. I am however unsure if it would be possible to detect impacts, which is what i am looking for. If i can actually detect impacting projectiles, it would probably give me a form of vector. If i use said vector to spawn a projectile in that direction (provided i figure out how to spawn proper projectiles in scripts), it should be possible...

Will definitively look further into this.
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: Blaze on March 31, 2015, 12:45:49 PM
Hm, let me offer my suggestions as well.

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.

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?

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?

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.
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: Nicke535 on April 02, 2015, 07:00:02 AM
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.

Now that i am done ranting about your choice of words, let me comment on the actual idea. 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.

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.
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: Blaze on April 02, 2015, 05:43:46 PM
Quote
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.

Quote
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 problem is that a lot of the larger ships are slower and their weapons are limited to medium range, so they can't really control the pace of combat. Their frigates are fast, but tend to fly far ahead and get blown up easily, leaving the larger ships sitting ducks.

So I'm hoping the support systems will either:
1. Coerce enemies to close in.
2. Apply pressure to enemies that are attempting to flee to vent flux.
3. Limit what sections of the battlefield that enemies can flee to.

Quote
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.

For a mercury beam weapon, they could get a burst beam. A long charge up time dealing 1250 kinetic damage per second over 5 seconds. Still very potent, at a cost of forcing you to stay on target and expose yourself.
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: Nicke535 on April 03, 2015, 12:28:13 AM
Now that you say it, there IS a type of support ship the Crystanite lack; long range support. The Soldier has decent anti-shield missiles at long range, but when faced with venting ships it is about as efficient as killing a Payback with Needlers (completely possible, by the way. It is just very time-consuming.) I might look into adding the "equivalent" of the Tachyon Lance, as the current Maledict-class beam is way to short-ranged.

You are right about the flare AI. It activates for missiles and missiles only. Your solution (while not elegant) could probably work. Since missiles have a set "AI-range" at which they will be used, and can have "DO_NOT_AIM" added as AI-tag, it should be possible to make a form of weapon acting the way you specified. I, however, would prefer to launch a larger amount of smaller missiles, as they would otherwise get blown up by pretty much any missile fired at them.
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: Nicke535 on May 31, 2015, 08:41:10 AM
New update!

The Crystanite 1.4: Newfound Crystal

I finally got of my ass and did it. The entire faction has been rebalanced, and every single ship (excluding the Grower) has a ship system. The curse beam fires in bursts, and then there's this;
https://www.youtube.com/watch?v=i1r2NajDTfU

Full changelog below. Download should be up in a sec.

Code
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
Title: Re: The Crystanite (Version 1.31) [0.65.2 compatible]
Post by: sarducardun on May 31, 2015, 12:32:35 PM
I love the way it eats the PD beams near the end. You were taunting the poor thing. Need to try out this rebalance.
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Nicke535 on May 31, 2015, 12:42:55 PM
Aaaand i just realized i had my microphone on during the entire recording. Great.
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: spartan117pr on May 31, 2015, 08:36:25 PM
Hey Nick nice to see you work on this mod. Decided to add it to the long list of mods I use since you just updated it, and it's nice to see built in weapons since throwing on other weapons from the game would kind of break the aesthetic.  Problem though, I was flying around for a while using a Pin class frigate and a Cargo drone wing just fine, but then I bought a Traveler class scout frigate and now I crash with an exception every time I try to start a fight.  I can see the error in the box when I crash and if I'm reading it correctly, which I am probably not lol (I'm no programmer), it seems to crash from a ship AI error.  Never posted an error log but can probably figure it out if it would help you out.  Never had crashes with the slew of mods I've been using so pretty positive its from this mod.  Just thought I would point it out.  Cheers

edit: forgot to mention the built in lasers on the Traveler class seem to be broken, the targeting of them
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Nicke535 on June 01, 2015, 06:45:12 AM
Wait... the Traveler class has no lasers... Anyhow.

The error log is located in the installation folder of starsector. For example:

E:\Starsector

Go into the starsector-core. In there, there should be a file named starsector.log, or a text file just named starsector. Open it and scroll to the bottom. You should find something like this:
Spoiler
25828 [Thread-10] ERROR com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Error loading [graphics/crys/weapons/crys_heavy_wave_cannon.png] resource, not found in [E:\Starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector-core\..\mods\Crystanite,E:\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/crys/weapons/crys_heavy_wave_cannon.png] resource, not found in [E:\Starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector-core\..\mods\Crystanite,E:\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Object(Unknown Source)
   at com.fs.util.Object.Ô00000(Unknown Source)
   at com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
   at com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
25828 [Thread-10] ERROR com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Error loading [graphics/crys/missiles/crys_wave.png] resource, not found in [E:\Starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector-core\..\mods\Crystanite,E:\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/crys/missiles/crys_wave.png] resource, not found in [E:\Starsector\starsector-core\..\mods\LazyLib,E:\Starsector\starsector-core\..\mods\Crystanite,E:\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Object(Unknown Source)
   at com.fs.util.Object.Ô00000(Unknown Source)
   at com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
   at com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.graphics.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thats the error log. Posting it would be a great help.


EDIT: I seem to get a large amount of wierd errors myself. I do not know how this started happening, but once it happens the first time, it automatically crashes on each subsequent startup... Will have to ask for help on this one.

EDIT PS: About the lasers: they are not broken, simply the display of them. Once they start firing they will return to normal. However, their accuracy is pathetic. Oh, and they are called White Dwarf Cannons.
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Ahne on June 01, 2015, 07:11:04 AM
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.

Nonetheless awesome work so far Nicke535!
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Nicke535 on June 01, 2015, 07:19:32 AM
Hotfix: I have purged any and all flying pixels to the point of no return.

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.

Thats the wonders of Starsector; you can pick sides. Believe me, if you want to destroy Crystanite main fleets, you are going to need some serious firepower. And if you ever feel like taking the side of the peace loving, murderous aliens then thats fine, too.
Title: Re: The Crystanite (Version 1.4 Hotfix) [0.65.2 compatible]
Post by: Nicke535 on June 01, 2015, 08:13:23 AM
Another hotfix; all "AI" crashes should now be fixed. Also replaced some placeholder icons with the real ones.

You have to re-download the mod for it to work.
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: spartan117pr on June 01, 2015, 04:39:35 PM
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.
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Nicke535 on June 02, 2015, 10:06:39 AM
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.

Thanks :)
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: spartan117pr on June 16, 2015, 01:20:45 AM
Hey Nick just thought I would give some feedback since I have been doing a playthrough as the Crystanite since your last update.  The aesthetic works really well with this faction, having built in weaponry was a must since it would be really strange to throw on weapons from other factions on a ship made of crystal.  Overall this faction is definitely above average compared to most factions but I think considering they are very alien looking crystal entities it fits that they are strong.  I definitely wouldn't say they are Knights Templar op though since ships which favor large batteries can decimate them. They seem to be a great counter to factions that rely heavily on super missile spam.  The pin classes are a great ship, very strong early game but become squishy and replaceable later on.  The carrier, destroyers, and cruisers I have used are very solid.  I would say where this faction's strength really lies is its destroyers and cruisers.  Frigates become very squishy and capitals can dish out a lot of punishment but can get taken down quite easily to focus fire, whereas a large mass of crystanite destroyers and some cruisers are incredibly strong.  I played with a thor for quite a while and it was good fun.  I like the whole "glass cannon" approach to it. Only thing with the Thor that would be a decent buff would be its brakes, I like the fact that it is really sluggish to turn and maneuver but when it gets going it is almost impossible to stop lol.  Just started using the Rebirth class Arkship which is a beast. I am not a professional when it comes to balancing but I would say maybe the early game is a bit too easy as crystanite due to just how strong the frigates are to other frigates, and how cheap it is to maintain them.  Now down to the 2 things that are really killing fun for me with this faction unfortunately.  First and foremost is the AI.  I know the AI is less than perfect in the vanilla game so it bleeds through to mods but holy god the AI can be so stupid sometimes on crystanite it kills me.  It seems like the AI doesn't understand the dimensions of the ships and will just plow right into other crystanite ships more often then I would like.  The AI problem becomes really apparent when piloting a capital ship.  I have had to reload quite a few times from destroyers just running right into my backside when I am barely moving as a Thor or Arkship.  The other thing that kind of ruins it for me is the fact that when playing as the Capitals you can die to just tiny asteroids and derelict fighters that are barely moving.  I would assume this has to do with how crystanite armor works and it really causes problems. Just a couple downed fighters can become a death sentence for a crystanite capital ship.  Now on this one I don't know if that is what you intended, but if so it just seems really annoying to have to watch so hard for downed fighters because they will one shot you.  Don't get me wrong though, even with these 2 problems I am still having a lot of fun with the Crystanite and feel like they are a valuable faction to add to my list of mods. Cheers

TLDR version: Strong faction, has counters, couple annoying problems, overall very much like  ;)
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Nicke535 on June 16, 2015, 04:21:27 AM
*Way to long to quote*

Thanks for the feedback. I cannot do anything about the collision detection, i actually do not know what causes that.

As for the ships exploding from driving into fighters, it was all my bad. I did a total mental flop. Here's what happens;

Crystanite ships have insane mass for their size, meaning they impact other ships with much more force. However, because of Newtons third law, this means that other ships impact them with much more force, too. I simply did not think about that.


Will perhaps put up a hotfix for that problem.
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: spartan117pr on June 16, 2015, 08:12:14 AM
Nice, ya now that I am using the Arkship I am seeing how big a problem it is.  Just had a tiny disabled drone come flying off screen and one shot my huge Arkship through 100% life and 100% armor.  :P
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Nicke535 on June 19, 2015, 06:24:39 AM
I changed my mind; i will put up a larger patch (probably within a week) since i came up with some other things i wanted to add.

Also, quick question spartan117pr, since you obviously have played as the Crystanite a long time; how do you feel about the acceleration/deceleration of other ships? You mentioned the Thor, but have you encountered problems with any other ships?
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: spartan117pr on June 19, 2015, 10:15:33 AM
Looking at the ship list I have played with about half or maybe little bit more than half of the possible Crystanite ships and the Thor is really the only ship I have used where I was just holding down reverse and it felt like ages before I could come to a stop.  The Arkship has been a much more maneuverable ship compared to the Thor, but I have always used the maneuvering jets modification. Not sure if that helps with braking or just turning.  But ya the acceleration/deceleration on all the other ships seemed fine if not really good.
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Histidine on June 20, 2015, 07:23:44 AM
Crash on new game:

Code
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)
(file search for "crys_yukari" didn't turn up anything for me)
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Nicke535 on June 20, 2015, 08:12:38 AM
Crash on new game:

Code
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)
(file search for "crys_yukari" didn't turn up anything for me)

Try redownloading; this error originated two versions ago. I will take an extra look just in case.
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Nicke535 on June 23, 2015, 01:11:04 AM
Ok Histidine, it was a fault on my side. I forgot to fix that issue, and it somehow runs on my personal build (leftover files?)

Expect a patch that fixes this within 24 hours.
Title: Re: The Crystanite (Version 1.4) [0.65.2 compatible]
Post by: Nicke535 on June 23, 2015, 10:21:27 AM
New version (this time without game-breaking bugs!)

The Crystanite Version 1.45 : Patchwork Crystal

Not much to say about this one. I played around with some semi-complicated scripts, but nothing concrete came out of it.

Full changelog below.

Code
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
Title: Re: The Crystanite (Version 1.45 : Corvus Mode Compatibility) [0.65.2 compatible]
Post by: Blaze on August 03, 2015, 07:34:07 PM
The Overcharger is great, Haystacks shred fighters and anything without shields (or narrow shields and slow turn rates). I sent a pair of them against a Dominator and they turned it into mincemeat.

Perhaps consider reducing the range of Discomfort beams a bit, an ITU kicks it to 990 (1000+ on non-frigate ships) range, which basically turns it into a hitscan tactical laser with almost 2x the DPS.

One issue I notice is that AI Pins seem to keep their Active Armor System online all the way until they hit 95%-ish flux and then vent; even if there isn't an enemy nearby.

Now that it's feasible to run a fleet with these ships; I must say: If you like running large fleets, but hate all the micromanagement that comes with it; use these ships. If you lose a ship, it's as easy as buying another one and clicking twice to load a variant. No need to carry around replacement weapons, and though they're not as flexible as other ships; there's ships for most roles.
Title: Re: The Crystanite (Version 1.45 : Corvus Mode Compatibility) [0.65.2 compatible]
Post by: Mealstrom on December 17, 2015, 10:54:33 PM
so will this mod get updated or is it abandoned?
Title: Re: The Crystanite (Version 1.45 : Corvus Mode Compatibility) [0.65.2 compatible]
Post by: Nicke535 on December 17, 2015, 11:13:10 PM
so will this mod get updated or is it abandoned?

It will be updated. I actually have a fully working copy on my machine, i just wanted to tweak a few things before the next release. I will probably get it up this weekend.
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Nicke535 on December 19, 2015, 04:27:28 AM
Sorry for the INCREDIBLY long delay. I have been pretty busy with school, moving and other matters, so i have not been able to work on the mod as much as i want to. However, here it is; the next patch.

The Crystanite Version 1.5 : Lost, Found and Repurposed Crystal
Download the Crystanite for Starsector 0.7.1 (https://www.dropbox.com/sh/bclyu2u4vuxszvi/AAD1O-oqBUyrqozjqFZeSTFta?dl=1)

The new Patch includes starsector 0.7.1a support, and a new minor faction; the Crystanite Pirates. They are practically pirates, but with the exception that they have managed to loot crystanite vessels and modify them. They have their base on a fringe planet in the Baka system.

Also, minor balancing has been done across the board.

Full changelog:
Code
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.
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: SpaceRiceBowl on December 19, 2015, 09:35:52 AM
Getting an error trying to extract your mod from the zip file, says that its either damaged or in an unknown format
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Blaze on December 19, 2015, 01:08:22 PM
Sounds like a botched download to me, and trust me, I know those.

Try downloading it again.
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: SpaceRiceBowl on December 19, 2015, 03:19:26 PM
Nope, still won't work for me. For some reason it downloads a Zip inside of a Zip folder
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Blaze on December 19, 2015, 03:24:03 PM
Yeah it's Mod.zip->Crystanite.zip->Crystanite folder for some reason.

Try extracting mod.zip; trying to get straight to the crystanite mod folder probably trigger the OS's file name size limit.
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: hunters1 on December 19, 2015, 04:18:26 PM
file is fine downloaded it and extracted it and it also ran
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Nicke535 on December 20, 2015, 06:41:52 AM
Yeah it's Mod.zip->Crystanite.zip->Crystanite folder for some reason.

This is a workaround; dropbox seemingly corrupt any folders i upload, so i have to send a .zip inside a folder, meaning the folder gets corrupted, but the .zip inside is fine. This is mostly an error on Linux, though.
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: StarSchulz on December 20, 2015, 12:16:03 PM
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!
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Nicke535 on December 20, 2015, 01:20:24 PM
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!

Oops. My bad. Hotfixing that.
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Nicke535 on January 01, 2016, 04:29:49 AM
Happy new year everyone!

Since i have gotten a lot of questions about the 0.65.2a version, i decided to upload it here. PLEASE NOTE that there may be bugs, as this is an old version. I will continue to provide bugfixes for the 0.65.2a version, but only if someone tells me about them (i won't actively search for bugs in the old version).

Download the Crystanite for Starsector 0.65.2a (https://www.dropbox.com/s/3hy4dh165d2k7uw/Crystanite%20%28OLD%29.zip?dl=1)

There's also a link on the main page.
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Weltall on January 01, 2016, 04:40:46 AM
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 >>
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Nicke535 on January 01, 2016, 12:52:50 PM
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 >>

Don't worry, they are fully capturable; they dont tend to stray alone, however, so you might have a hard time fighting them early on.
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Weltall on January 01, 2016, 03:37:59 PM
THe ship I have my eyes on for now is the Lumen clash.I wonder hw it will feel to move towards the enemies and be like "Be blinded by your own ignorance!" XD But not being able to get smaller ships in the beginning is how a handful factions are. Still I will e happy to pilot the bigger ones X3
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Blaze on January 04, 2016, 02:30:38 AM
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!
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Nicke535 on January 04, 2016, 11:32:59 AM
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!

Yeah, i know that active armor is a big issue in AI hands. I have yet to find out how to fix this. I am considering temporarily removing the system for now, until i get it fixed.

I'll check on the fuel costs, too.
Title: Re: The Crystanite (Version 1.5) [0.7.1a compatible!]
Post by: Nicke535 on January 04, 2016, 12:02:06 PM
Found the fuel issue; the fields were switched over by one. *Facepalm*

A hotfix fixing this will be released later today.
Title: Re: The Crystanite (Version 1.51) [0.7.1a compatible!]
Post by: Nicke535 on January 04, 2016, 12:17:22 PM
Hotfix; the fuel costs of ships have been reverted to the old, saner levels (they were accidentally increased by about 5000% in version 1.5)

Download on the main page. Should not break saves, but making a backup is always a good idea. Always.

NOTE: This does not affect the 0.65a version, as the bug did not exist at that point.
Title: Re: The Crystanite (Version 1.51) [0.7.1a compatible!]
Post by: Blaze on January 06, 2016, 06:14:32 PM
Fuel fix works just fine. :)

I think I see that frigates are meant to be entirely for support and destroyers are meant to be the main force of this faction, so if I could offer a suggestion. An fast emp-focused frigate/wing would be nice, as the heavier ships have problems keeping up with some of the faster factions. Or a frigate-based single flight-deck carrier, as the cheapest carrier is the hive, which is pretty costly at cruiser class.

Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Nicke535 on May 26, 2016, 06:50:37 AM
It's about time...

(http://i1377.photobucket.com/albums/ah73/nicke535/crys_flag_zps448ac711.png)

Download the Crystanite for Starsector 0.7.2a (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)(Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
Nexerelin Compatible!


After WAY too long of an absence, i am finally back in action. This new version introduces a new mechanic that i thought of while working on a side project (which i may upload in the near future); time stopping! The Janus-class frigate now stops time whenever it phases, giving it an insane amount of positioning power in battle. It also recieved a new primary weapon which fires several bolts of lightning if in range of an enemy vessel (similar to the Thor).

And some good news for anyone using a Crystanite fleet; the AI for most shipsystems have been reworked and refined to work more properly. For the first time ever, crystanite ships will actually fire their Shard Swarms properly while under AI control. Other changes are some minor nerfs to beam ranges, and minor bugfixing.

Full changelog below:

Code
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).
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: adimetro00 on May 26, 2016, 07:59:17 AM
Nice that you're still updating this mod. any plans to integrate with Dynasector?
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Nicke535 on May 26, 2016, 08:44:13 AM
Nice that you're still updating this mod. any plans to integrate with Dynasector?

I don't know; to be completely honest, i have been gone so long that i almost completely missed it until you mentioned it
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: LordDavenport on August 21, 2016, 06:21:58 PM
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.
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Nicke535 on August 22, 2016, 11:40:17 PM
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.

Corundum? Are you sure you posted this in the right thread?
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Histidine on August 24, 2016, 07:07:30 AM
Corundum is from the AI War mod ("the other mod with crystal people").

Spoiler
Without more details, best I can suggest is: put the flux hogs on a separate weapon group so you can turn them off when you need to, and consider turning off your shield if you don't really need it. Corundum has a disproportionate amount of small and medium mounts, so yeah, use PD and/or low-flux weapons (e.g. the vanilla beams, HVD/Railcannon, and missiles) for those. Might even want to leave some mounts empty outright and use the OP for more caps/vents.
[close]
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Weltall on August 24, 2016, 09:04:25 PM
As AI ships are my fav ones I have to say like Histidine mentioned, you really need to keep at least some guns deactivated. What kills the flux usually are fighters, cause they make all my weapons go off. I keep active at all times the point defenses (which I decided to just use long range PD lasers cause the AI PDs seemed to miss a lot the faster fighters and missiles and were wasting flux) and the shield penetrating weapons I have. When it is smaller ships I do not bother to turn on explosive weapons at all, even if their shield fall down. I just blast them away with my frontal awesome lasers. If the enemy ship is large, I turn on the explosive weapons , to help myself take him down faster. Of course as soon as his shields are up, I turn off the explosive weapons again.

I do not know if you realize it, but that Capital is overpowered by a lot. It can plung in the middle of battles without shield on and it will still destroy everything, with only minus being that it needs to vent after every enemy or a couple of times on bigger ones. If it had any more flux, which would make venting less of an issues, it would be even more OP.

It is like giving Thor a higher armor and more flux. >.> OP things should not get more OP...
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Nicke535 on August 25, 2016, 02:50:55 AM
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)?
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Weltall on August 25, 2016, 11:05:07 AM

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)?

No, but if it had a stronger armor to withstand being hammered and more flux, it would be OP. But as it is for it's firepower, it is quite powerful. I remember when I flew around with it, I compared it to my fav vanilla glass cannon, Sunder. I have not played with or against your ships for quite a while. I usual play as a "good" guy, except rarely that i take over everything. Last time I played against a Crystanite ship was quite a while. When I play along with them to help them, I focus on destroying enemies before they reach my allies, to keep their losses as low as possible.
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Vixor on June 30, 2017, 01:17:31 AM
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.
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Nicke535 on June 30, 2017, 06:05:17 AM
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).
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Vixor on August 03, 2017, 11:21:00 AM
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).

Very late response, I know, don't really have an excuse for that, but I see. Sorry to hear about the technical issues you're having. I believe there are already some mods on the forums that are being kept up-to-date by people other than the original author due to various reasons (Neutrino and Diable Avionics immediately come to mind), so I'm sure someone would be willing to do so. Whether or not they'll happen to read this thread around this time, I don't know. Maybe seek them out or create a thread asking for help with maintaining things? Worth looking into.
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Jojo_195 on August 03, 2017, 12:53:30 PM
It's a damn shame how all the mods with non-human factions are outdated. :(
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Nicke535 on August 05, 2017, 12:29:40 PM
Well, i thought i should at least fix the images now that photobucket has decided to remove them. So i did. All pictures should now be up again.
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
Post by: Nicke535 on August 06, 2017, 10:55:04 AM
While working on a completely non-starsector related project, i managed to find not only the missing Crystanite version, but also the necessary compiling tools!

This means that i should have a working version within a week, with a bunch of new features and 0.8.1 support. I also started playing Starsector a bit again, so im kind of getting back in the loop. I just hope i can get everything done before university starts.

I also found some other old mods lying around, so i might release those afterward (though the Crystanite are my main priority).
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: Tommy on August 06, 2017, 11:17:04 AM
U uu uuu uuu.

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!
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: Nicke535 on August 06, 2017, 12:55:17 PM
U uu uuu uuu.

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!
Always glad to hear people enjoy the mod!

As for the other mods; a nameless dragon faction (which was purely based on some ships found in the Spiral Arms thread and will probably never be finished), and ancient version of the Vortex (a strange faction drawn by myself who never really became anything identifiable) and the Vass, which is almost completely finished, judging from the code. They are based around the concept of Time-Manipulation (slow down, speed up, stop etc). I'm hoping to get those out after the Crystanite patch (there is already a dead thread about them on the Modding subforum).
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: Tommy on August 06, 2017, 01:00:08 PM
Sounds cool!

Thanks for the extra-info :)
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: RandomnessInc on August 07, 2017, 09:16:50 AM
Oh god they're coming back, whelp, time to have reapers on ALL my ships
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: Nicke535 on August 07, 2017, 12:44:21 PM
Good news; as long as no serious bugs appear, i should have the new version up within 24 hours. Along with it will come a blog post explaining all new mechanics in detail (there are quite a few of them).

I can inform you that the new version will require EzFaction, as i have not yet been able to figure out the new campaign code to an extent i am comfortable with.


EDIT: Not even a minute later, i find a major campaign exploit... oh well, i still think its fixed within 24 hours.
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: Ahne on August 07, 2017, 12:51:01 PM
Nice, some aliens coming back to SS.
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: Jojo_195 on August 07, 2017, 01:40:03 PM

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.
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: Nicke535 on August 07, 2017, 02:01:25 PM

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.

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])
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: Tommy on August 07, 2017, 02:06:35 PM
Depending on how much free time i get during university...

Rember to invest some of that in dating as well  ;D
Title: Re: The Crystanite (Version 1.6) [0.7.2a compatible, soon 0.8.1!]
Post by: Jojo_195 on August 07, 2017, 04:26:42 PM

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.
If you're taking ideas then I'd say their ships could have a scaly theme, kinda like the Kurmajara from Blackrock Driveyards. They could also tend toward High Explosive weapons and very good armor, subpar speed but with a good speed burst ability to let them catch up with their prey quickly.
On an unrelated note, I'm just waiting for this mod here to update to begin another playthrough.  ;)
Title: Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
Post by: Nicke535 on August 08, 2017, 12:16:39 PM
Its here!

(http://i.imgur.com/91JsYCx.png)
Download the Crystanite for Starsector 0.8.1a (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires EzFaction (http://fractalsoftworks.com/forum/index.php?topic=12504.0)

After almost 14 months of suspended development, the Crystanite are making their return. I have been out of the circle for quite a while (and i honestly still think i have spent at least 5x the amount of time modding this game rather than playing it), but i am finally back! The Crystanite will continue to recieve updates for at least a while (i dont know how much time university will eat up, but i already have two major features down the pipe), and i will try my damnedest to at least keep it working for the newest version.

The Crystanite have changed in numerous ways, so i would like to go through the changes in detail in this post. If you wish to remain "unspoiled" regarding the Crystanite's capabilities, avoid reading the spoilers! As always, there is a (hopefully) full changelog at the bottom of the post.


Hullmods
Spoiler
(http://i.imgur.com/2WA2PXP.png)
The Crystanite now have two built-in hullmods on (almost) all of their ships: the Crystanite Core Systems, and the Crystanite Armor.

Crystanite Core Systems are completely permanent, and is built-in on every Crystanite ship. It represents the fundamental design differences between human and Crystanite technology. It increases sensor profile, reduces venting speed, but most importantly it also prevents any non-crystanite hullmods from being installed on the ship. This means that the Crystanite can now only add their own hullmods to ships, which in turn are incompatible with any other ships.

Crystanite Armor is built-in on almost all ships, and represents the powerful exo-skeletal structure of the Crystanite armor. It grants EMP immunity, changes damage from certain damage types and grants in-combat immunity to coronas. It should be noted that this hullmod may not necessarily be permanent; it will be able to break from combat damage, turning it into a lesser d-mod version of itself (not fully implemented yet).

The Crystanite have also recieved some other nifty hullmods that you will have to discover yourself! Only Crystanite markets sell these mods, so stealing them or befriending them are the only two ways of getting hold of them (yet...).
[close]

The Unity Relay
Spoiler
(http://i.imgur.com/77kPsdN.png)
Some advanced Crystanite ships now have the built-in Unity Relay. This unique piece of tech allows the ship to increase its flux dissipation as long as allied Crystanite ships of equal or greater size are nearby (this stacks for each ship). The current bonus is displayed to the left of your HUD.

There is also a certain hullmod capable of rewiring this relay for more... sneaky benefits.
[close]

The Thor
Spoiler
(http://i.imgur.com/fTb1gdt.png)
The Thor has recieved a weapon up(side?)grade. It now only has about half the power normally. However, it also powers its weapon using the light-energy reactors of nearby Crystanite ships, drastically increasing its firepower for each nearby ally.
[close]

The Payback
Spoiler
(http://i.imgur.com/A94xrBQ.png)
The Payback has recieved a new mechanic for its Prism Bender Device. It now cannot be used near enemy ships, meaning it is worthless as an escape tool. It still functions when teleporting to enemy ships, though, and even unleashed an EMP blast to everything near the drop-zone.
[close]

Full changelog:
Code
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
Title: Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
Post by: Ahne on August 08, 2017, 12:46:33 PM
Wow, the crystanites are back, downloading right now. Welcome back Nicke535!

greetings
Ahne
Title: Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
Post by: Jojo_195 on August 08, 2017, 05:55:06 PM
Any plans to make them work with Nex?  ;)
Title: Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
Post by: etherealblade on August 08, 2017, 07:52:12 PM
Yay non-humanoid factions GO! Glad to see they are back!
Title: Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
Post by: Protonus on August 09, 2017, 12:21:02 AM
For some reason, a large wad of old factions suddenly came back to life.

Red, NGO, Nomads and now the Crystanite.

Spoiler
Is it Halloween yet?
[close]
Title: Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
Post by: cjuicy on August 09, 2017, 09:07:31 AM
For some reason, a large wad of old factions suddenly came back to life.

Red, NGO, Nomads and now the Crystanite.

Spoiler
Is it Halloween yet?
[close]
Is this where I start waiting for Kadur Theocracy or the Bushi to reappear?
Title: Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
Post by: Nicke535 on August 09, 2017, 12:20:11 PM
Any plans to make them work with Nex?  ;)

Plans, but not much success. They worked pre-0.8.1, but Nexelerin has changed a lot since then. I have sent histidine a PM, so we will have to see how that goes.

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.

No sprites, since i have yet to ask permission for those (but i have some in mind). I did manage to make an "experimental weapon", though it has performance issues when used in bulk (sorry for terrible vid quality, my recording program hates Starsector sometimes)
Spoiler
https://youtu.be/p0GoYHqWD7k
[close]
Title: Re: The Crystanite (Version 1.8) [0.8.1a compatible! Finally!]
Post by: Nicke535 on August 12, 2017, 02:22:54 AM
After a quick chat with Histidine, i have managed to get Nexerelin to work. A new patch will be going up within a couple of days with some balance changes and Nexerelin compatibility (i would like to fix variants before releasing the Nexerelin patch, since broken variants can pretty much ruin that kind of campaign).
Title: Re: The Crystanite (Version 1.8e) [0.8.1a compatible!
Post by: Nicke535 on August 18, 2017, 06:13:21 AM
Did anyone ask for a compatibility patch?

(http://i.imgur.com/91JsYCx.png)
Download the Crystanite version 1.8e for Starsector 0.8.1a (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires EzFaction (http://fractalsoftworks.com/forum/index.php?topic=12504.0) OR Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

The most important additions in this patch is Nexerelin and VersionChecker compatibility. Note that if you are using Nexerelin you should NOT load EzFaction, and if you want to use the Crystanite in the campaign you have to play with randomised planets.

I kinda liked the way the last update post looked, so whenever i add notable features i will post a similar one explaining the important changes. Just like in the previous post, if you want to remain completely unspoiled do not read the spoilers!

As always, there is a (hopefully) full changelog at the bottom of the post.


The Payback (again)
Spoiler
(http://i.imgur.com/xkqOGJc.png)
The Payback has recieved a rework. It now has more weapons overall but these weapons have less overlapping arcs. The end result is that the Payback can fight multiple opponents at once without losing individual damage output, but it has a hard time keeping up with dedicated capital duelers.

It also boasts a new hullmod which increases beam range by 50%, but completely removes the zero flux speed bonus. This means that the ship is essentially stationary once it has engaged the enemy.
[close]

The Drone bays
Spoiler
(http://i.imgur.com/vHyneJ9.png)
Some of you may have noticed a special hullmod in the previous version: the Cargo Drone Bay. There is now a series of Drone Bay hullmods, all available from Crystanite markets or loot.

These hullmods adds a single type of Drone to the ship, allowing more tactical flexibility and giving an alternative approach for carrier or transport fleets. A single ship can only have 1 kind of Drone bay installed, and there are additional limitations based on the type of Drone Bay.
[close]

Full changelog:
Code
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)
Title: Re: The Crystanite (Version 1.8e) [0.8.1a compatible!]
Post by: Ahne on August 18, 2017, 06:41:12 AM
Great!
Title: Re: The Crystanite (Version 1.8e) [0.8.1a compatible!]
Post by: Jojo_195 on August 18, 2017, 02:55:39 PM
Finally! Time for a new campaign.
Title: Re: The Crystanite (Version 1.8e) [0.8.1a compatible!]
Post by: Sooner535 on August 18, 2017, 03:30:44 PM
Nice
Title: Re: The Crystanite (Version 1.8e) [0.8.1a compatible!]
Post by: Nicke535 on August 22, 2017, 12:51:28 PM
So, quick progress update.

The next major patch will introduce D-variants of all Crystanite ships (nothing overly fancy there). However, I am slightly torn on the art style for these "looted" ships. I made two examples as an experiment:
(http://i.imgur.com/vrsejoo.png)               (http://i.imgur.com/NhCQXXs.png)
The Pin, with some                   The Halo, with cracks and burnmarks added
spritebashing and additional
metal plating

Thoughts and opinions? Method A is slightly more time consuming, and may not look as good on large ships. Method B might look lazy or bad, and can look slightly weird on small ships. I am willing to consider more methods, should these not suffice.

EDIT: Also, is there any guide related to the D-versions of built in ships?
Title: Re: The Crystanite (Version 1.8e) [0.8.1a compatible!]
Post by: Ahne on August 22, 2017, 01:35:36 PM
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.
Title: Re: The Crystanite (Version 1.8e) [0.8.1a compatible!]
Post by: Nicke535 on August 25, 2017, 11:52:12 AM
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.

Something like this?
(http://i.imgur.com/uW21ubf.png)

Also, I am running into some trouble implementing the D-hulls, so I will have to see if the next version will actually implement them or just the framework.
Title: Re: The Crystanite (Version 1.8g) [0.8.1a compatible!]
Post by: Nicke535 on September 03, 2017, 12:39:55 PM
Ok, new version rolling in!

(http://i.imgur.com/91JsYCx.png)
Download the Crystanite version 1.8g for Starsector 0.8.1a (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires EzFaction (http://fractalsoftworks.com/forum/index.php?topic=12504.0) OR Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

This patch introduces a (D) ship system for the Crystanite, albeit a bare-boned one at the moment (I plan on adding any missing sprites before the next major version). It also introduces some changes to hullmods, and a full visual overhaul of all hullmod icons. It also introduces some major balance changes regarding weapon durability.

Just like in the previous post, if you want to remain completely unspoiled do not read the spoilers!

As always, there is a (hopefully) full changelog at the bottom of the post.


(D) versions
Spoiler
(https://i.imgur.com/KBcR3Qw.png)
All Crystanite hips now have a D version, which they turn into when stolen in the campaign. These version have been coded so that they can be changed in any way a normal ship can (like you can see with the Pin-class above, which has a weapon mount).

Eventually, all ships will have a unique D sprite, but as of now, only the Pin has one. Other ships have hullmods and stats corrected, but use the default sprites.
[close]

Maledict Rewiring
Spoiler
(https://i.imgur.com/NFCLt9H.png)(https://i.imgur.com/bZ3FPwr.png)(https://i.imgur.com/Dilr3P3.png)
This trio of hullmods modifies the ship's Maledict-class Beam (the ship needs one to install the hullmods) in different ways. The Disruptor Rewiring adds additional damage against weapons and engines, while giving a cool blue tint to the laser. The Melter Rewiring makes the beam less flux-efficient, but adds additional High-Explosive damage (it also makes the beam a hot orange). The Modulator Rewiring reduces the weapon's flux cost, but more importantly also changes its color into a rainbow spectrum!
[close]

New hullmod icons
Spoiler
(https://i.imgur.com/yhw3rvV.png)(https://i.imgur.com/yxysayH.png)(https://i.imgur.com/MnJ9n67.png)(https://i.imgur.com/RTENegr.png) OLD
(https://i.imgur.com/zAFk7dI.png)(https://i.imgur.com/fUxu9jx.png)(https://i.imgur.com/nRNDqXx.png)(https://i.imgur.com/qRIZP4M.png) NEW
The hullmods in the mod have gotten a new layer of paint, making them significantly more uniform against each other (at least according to me).

I have also developed a workflow for new icons, so that they can share the same style more easily.
[close]

Full changelog:
Code
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
Title: Re: The Crystanite (Version 1.8h Hotfix) [0.8.1a compatible]
Post by: Nicke535 on September 04, 2017, 08:03:32 AM
I have a hotfix in the pipeline regarding an infinite duplication glitch, but the upload servers seem to be down. I recommend waiting to download the mod until the servers respond properly and the hotfix has been released.
Title: Re: The Crystanite (Version 1.8h Hotfix) [0.8.1a compatible]
Post by: Nicke535 on September 04, 2017, 08:13:59 AM
Upload server is back up again.

Download Hotfix (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)

I actually don't know how I missed this one. Fixes an infinite duplication glitch related to the Drone Bays.

Changelog:
Code
Version 1.8h Hotfix
Bugfixes:
*Removed infinite duplication glitch related to Drone Bays
Title: Re: The Crystanite (Version 1.9) [0.8.1a compatible]
Post by: Nicke535 on December 21, 2017, 05:58:03 AM
Here's an early christmas present!

(http://i.imgur.com/91JsYCx.png)
Download the Crystanite version 1.9 for Starsector 0.8.1a (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Requires EzFaction (http://fractalsoftworks.com/forum/index.php?topic=12504.0) OR Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0)

This update should not break saves, unless the Soldier Alpha was cheated in.


I was originally planning on releasing this patch on christmas eve, but i figured i might as well release it now. The main features of this version are new sound effects, a new mechanic for WD cannons, and a bit of eye-/lore-candy related to (D)-hulls.


As always, don't read the spoilers if you want to remain unspoiled, and there is an adequately full changelog at the bottom of the post.


(D)-drones
Spoiler
(https://i.imgur.com/E0zscsQ.png)(https://i.imgur.com/AWWMzoi.png)(https://i.imgur.com/b8Gvy2j.png)
I realised that with the groundwork introduced in the previous patch, I can do some pretty interesting stuff with the (D)-versions of Crystanite ships. This is my first real attempt at implementing these new mechanics.

From this patch onward, if a (D)-version Crystanite ship  mounts a Drone bay of any kind, it will not gain the normal "polished" drones. Instead, it will gain (D)-versions of the drones, as well.

I plan to do much more of these sort of things later on.
[close]

White Dwarf cannons
Spoiler
(https://i.imgur.com/Kn92oiB.png)
I have always felt that the WD cannons lack definition and role within the Crystanite. Thus, i gave them a new "spool-up" mechanic; the longer a WD cannon has been firing, the higher the firerate of ALL WD cannons on the ship. This means that they can be used in several ways depending on the situation, such as burst-firing to keep flux cost low or going all out to overpower an enemy with your DPS.

Their base firerate has been decreased to compensate for this new change
[close]

New sound effects
Spoiler
https://youtu.be/o41cDBzPAKs
New sound effects have been added to the mod. The biggest changes are shown in the video above. There have also been some bug-fixing related to sound.
[close]

Full changelog:
Code
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
Title: Re: The Crystanite (Version 1.9) [0.8.1a compatible]
Post by: A Random Jolteon on December 21, 2017, 09:41:28 AM
Whelp. I randomly decided to use this mod in place of the mod list for Tiandong while I wait for it to be updated...Let's see how often I die/rage quit...I guess I can tell you any bugs I find as well.
Title: Re: The Crystanite (Version 1.9) [0.8.1a compatible]
Post by: Owl on December 23, 2017, 06:18:30 PM
was working fine til I upgraded  it the other night then it made the game crap.  Running it in nexrelin
Title: Re: The Crystanite (Version 1.9) [0.8.1a compatible]
Post by: A Random Jolteon on December 23, 2017, 06:59:35 PM
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.
Title: Re: The Crystanite (Version 1.9a hotfix) [0.8.1a compatible]
Post by: Nicke535 on December 24, 2017, 02:23:49 AM
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.

Sorry for the inconvenience, the issue should now be fixed. The error didn't show up on my machine, since i always run the last dev version rather than the slightly lighter release version.

Download Hotfix (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)

Changelog:
Code
Version 1.9a
Bug Fixes:
*Fixed crashing error stemming from imperfectly deleted folders
Title: Re: The Crystanite (Version 1.9a hotfix) [0.8.1a compatible]
Post by: Owl on December 25, 2017, 10:37:12 PM
thanks mate .  Have a good holiday season
Title: Re: The Crystanite (Version 1.9a hotfix) [0.8.1a compatible]
Post by: Nicke535 on January 12, 2018, 10:30:42 AM
Incoming teaser... what could possibly be attacking the poor little square?

https://www.youtube.com/watch?v=W5Ak1EOdZCU&
Title: Re: The Crystanite (Version 1.9a hotfix) [0.8.1a compatible]
Post by: Midnight Kitsune on January 12, 2018, 05:46:29 PM
Incoming teaser... what could possibly be attacking the poor little square?
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!
Title: Re: The Crystanite (Version 1.9a hotfix) [0.8.1a compatible]
Post by: Takion Kasukedo on January 13, 2018, 12:19:53 AM
Lumen's new beam.

Or it's a new ship's weapon. Probably even dare say that weapon belongs to Payback.
Title: Re: The Crystanite (Version 1.9a hotfix) [0.8.1a compatible]
Post by: Nicke535 on January 13, 2018, 04:27:43 AM
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:

A: Asteroids take massively increased damage from the beam; this is to make the AI handle it better

B: That test target was not at full HP; if you look closely you'll see that the test target has already been damaged before the beam fired
Title: Re: The Crystanite (Version 1.10a "Drifting Crystal") [0.8.1a compatible]
Post by: Nicke535 on January 23, 2018, 07:11:50 AM
Update time!

(http://i.imgur.com/91JsYCx.png)
Download the Crystanite version 1.10a for Starsector 0.8.1a (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) and Combat Chatter (http://fractalsoftworks.com/forum/index.php?topic=10399.0)

This update will break saves

So, new version. I have finally gotten around to fixing campaign generation properly, so from now on EzFaction and Nexerelin are no longer required (though Nexerelin is of course still supported). The main focus of this version is new mechanics in the campaign, and also introduces support for Combat Chatter. Other than that, there is a large amount of balance being done, and some old issues related to hullmods are finally being ironed out. More specific details are contained in the spoilers.

This will also be the first version to be posted on the Discord chat (though it might take a short while for it to appear).

Full changelog at the bottom of the post.


Battlestations
Spoiler
(https://i.imgur.com/BoKTMS2.png)
One of my personal favorite additions to Nexerelin was battlestations. The Crystanite now has a station to call their own, with a full arsenal of weapons and a powerful main cannon which, while slow and inaccurate, can kill smaller ships in a single burst.

Note that these stations currently only appear in Nexerelin campaigns.
[close]

Combat Chatter
Spoiler
(https://i.imgur.com/FG2W5g6.png)
The Crystanite now has their own dialogue in combat if Combat Chatter is also installed. Not all that amazing, but I find it nice for the atmosphere of the mod.
[close]

Hullmods from skills
Spoiler
(https://i.imgur.com/f5hHOv8.png)
The recent version of Starsector added support for partial merging of skill files. What this means is that mods can now add some content (though not all kinds of content) to campaign skills without breaking compatibility with other mods.

For the Crystanite, this means that some hullmods can now be unlocked from certain skills, rather than only being purchased. This means that there are now more options for unlocking their hullmods, and also means that many otherwise useless skills for Crystanite ships become slightly better options.
[close]


Full changelog:
Code
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
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Nicke535 on January 24, 2018, 07:03:26 AM
Discovered very minor error, but since it may cause cascading errors down the line, I thought I should fix it as soon as possible.

Download Hotfix (https://www.dropbox.com/s/1y68nhscuqbeoht/Crystanite.zip?dl=1)

Changelog:
Code
Version 1.10b
Bug Fixes:
*Fixed minor error causing Evasive Manoeuvre to display twice
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: A Random Jolteon on February 01, 2018, 11:28:01 AM
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.
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Nicke535 on February 02, 2018, 04:30:06 AM
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.

...well, it *was* intentional, when I implemented it. I didn't think it would cause such an overlap on the map, so I might revert that in the next patch.

Though since it would require a new save, I am probably gonna bundle that with some other changes and additions.
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Alpharius on August 14, 2019, 09:54:12 AM
Seems like a cool mod, looking forward to trying it when I can
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: fatrat on August 14, 2019, 05:02:26 PM
Seems like a cool mod, looking forward to trying it when I can


Dude, you know this mod is for the last version of the game right, also, necro.
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Semondice on August 20, 2019, 03:07:06 AM
Any chance there's going to be an update? Really wanted to try it out, seems really good material.
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Takion Kasukedo on August 20, 2019, 03:22:59 AM
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.
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Hrothgar on August 20, 2019, 03:51:59 AM
I think his biggest crystalship is incorporated in one of missions in many mods i have.
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Semondice on August 20, 2019, 09:39:38 AM
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!
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Nicke535 on August 20, 2019, 10:23:34 AM
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?

I'm glad there's still people who think this looks like a cool mod. However, the Crystanite is on an undifined-length hiatus, depending on if I come up with some ways of
 - A: fixing some of the more glaring issues in the mod (such as content bloat, lack of complexity and balance), and
 - B: getting some new sprites that work well and fit better as an aesthetic


I've also been pretty preoccupied with studying and work, meaning starsector modding as a whole has been slow.

...of course, that's not to say I'm not working on anything: as some who visit the discord channel might have noted, I am currently busy updating the Vass (who are, despite not having a forum update for years, still in active development) to the standards I've achieved since their original inception and with a completely new sprite-set from Gwyvern. I've also been supplying smaller modding scripts to various modders and mods when necessary, so while I'm not very forum-active I'm still very much involved in starsector modding.
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: TimeDiver on August 20, 2019, 11:50:16 AM
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.
Yeah, one/two of them (neither of them the biggest) appear in SWP's Arcade mission as miniboss(es), though NOT in the campaign.
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: Kali666 on July 17, 2020, 02:18:53 PM
Shame it's not updated, I loved the unique idea behind the faction, I wish we had more alien race mods
Title: Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
Post by: connortron7 on July 17, 2020, 04:08:10 PM
Shame it's not updated, I loved the unique idea behind the faction, I wish we had more alien race mods

Dude... its against thr forums rules to necro a thread like this.