New Crystalline components. |

Allright, I think I have them working perfectly now. Copying the most recent code since that works. Sorry for all the trouble
Here's the components:
Name := Crystalline Shield Generator
Description := Device that creates an energy field which absorbs some damage.
Picture Number := 232
Maximum Level := 11
Tonnage Space Taken Formula := 40
Tonnage Structure Formula := 30 + (([%Level%] - 1) * 0.1)
Cost Minerals Formula := 100 + (([%Level%] - 1) * 5)
Cost Organics Formula := 0
Cost Radioactives Formula := 200 + (([%Level%] - 1) * 10)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Crystalline
General Group := Shields
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Crystallurgy.
Requirement 1 Formula := Get_Empire_Tech_Level("Crystallurgy") >= 1
Requirement 2 Description := Empire must have at least tech level 1 in Shields.
Requirement 2 Formula := Get_Empire_Tech_Level("Shields") >= [%Level%]
Number Of Abilities := 3
Ability 1 Type := Shield Generation
Ability 1 Description := Crystalline Shield Generators provide [%Amount2%] shield points.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Normal Shields"
Ability 1 Amount 2 Formula := 260 + (([%Level%] - 1) * 40)
Ability 2 Type := Weapon Delivery Type Damage Received Modifier Percent
Ability 2 Description := Crystalline Phased-Shield Generator reduces damage from beam weapons by [%Amount1%]%.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -10 - (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := "Energy Beam"
Ability 3 Type := Shield Generation From Damage
Ability 3 Description := Crystalline Shield Generator converts a portion of weapons damage into [%Amount1%] shields points for the ship.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 5 + (trunc([%Level%] / 2))
Ability 3 Amount 2 Formula := 0
Weapon Type := None
Name := Crystalline Phased-Shield Generator
Description := Device that creates an energy field which cannot be penetrated by phased weapons.
Picture Number := 234
Maximum Level := 11
Tonnage Space Taken Formula := 40
Tonnage Structure Formula := 30 + (([%Level%] - 1) * 0.1)
Cost Minerals Formula := 150 + (([%Level%] - 1) * 5)
Cost Organics Formula := 0
Cost Radioactives Formula := 300 + (([%Level%] - 1) * 10)
Supply Amount Used Formula := 0
Ordnance Amount Used Formula := 0
Can Be Placed On Vehicle Types := Ship, Base, Satellite, Weapon Platform, Drone
Can Be Placed In Ship Sections := Inner Hull, Outer Hull
Component Type List := Crystalline
General Group := Shields
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Crystallurgy.
Requirement 1 Formula := Get_Empire_Tech_Level("Crystallurgy") >= 1
Requirement 2 Description := Empire must have at least tech level 10 in Shields.
Requirement 2 Formula := Get_Empire_Tech_Level("Shields") >= (10 + ([%Level%] - 1))
Number Of Abilities := 3
Ability 1 Type := Shield Generation
Ability 1 Description := Crystalline Phased-Shield Generators provide [%Amount2%] phased shield points.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Phased Shields"
Ability 1 Amount 2 Formula := 400 + (([%Level%] - 1) * 40)
Ability 2 Type := Weapon Delivery Type Damage Received Modifier Percent
Ability 2 Description := Crystalline Phased-Shield Generator reduces damage from beam weapons by [%Amount1%]%.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -10 - (([%Level%] - 1) * 1)
Ability 2 Amount 2 Formula := "Energy Beam"
Ability 3 Type := Shield Generation From Damage
Ability 3 Description := Crystalline Phased-Shield Generator converts a portion of weapons damage into [%Amount1%] shields points for the ship.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 5 + (trunc([%Level%] / 2))
Ability 3 Amount 2 Formula := 0
Weapon Type := None

Re: New Crystalline components.
Why not stick them in and start an all-tech game? Then start a game with cheap research and high starting planets to see if you can attain it normally.
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Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE
Re: New Crystalline components.
If I don't make a mistake you have meda an error here:
When you have reached the first level of Crystallurgy or Shields, your requirement formula became: Get_Empire_Tech_Level ("Crystallurgy") >= 2 * 1-1 that is 0... you must write like this:
Get_Empire_Tech_Level ("Crystallurgy") >= 1 + ([%Level%] - 1)
And one last thing... I don't know for sure, but I think that the "Shield Generation From Damage" ability work ONLY if the component is damaged, so, only if dmg go to your Shield Generator, not when the Shield are hit...
Nice idea!
Re: New Crystalline components.
Nice Idea... very close to mine about regeneration for all Organic component...

Re: New Crystalline components.
Supplies are needed for shields to function - do your bases have supply storage?
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 

Re: New Crystalline components.
They can, actually. I've had it happen. They aren't USEFUL in combat, as ships have a longer firing range than mines have detect-and-explode range, so two ships tend to take the task of clearing the minefeild out (i.e. each goes one way around a planet killing the circle of mines/satelites).

Re: New Crystalline components.
Happens all the time to me in Balance Mod 1.11
My guess is that fleets flying into a mine feild don't trigger them all, or the mines in planet cargo space aren't considered deployed and thus not a minefeild per say, but space combat pulls them out of cargo space (like satelites) and drops them in orbit.
I assume you could force a ship to fly near one and have it explode, but...why?

Re: New Crystalline components.
Hmm, maybe mines need a wider "detect-and-explode" range in Balance Mod then... just increase the range of the warhead, that *might* do it... of course, if you make them longer-ranged than PDC, then the PDC will be useless against them (since they detonate instantly, they don't seek AFAIK), so maybe the PDC and mines' ranges should depend slightly on level - say, PDC and mines level 1 might work out to 40km, but at max level they might both work out to 80km...
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 

Re: New Crystalline components.
I'd personally say that Mines at 1 would be 30km and PDC be 40km. That way the PDC of the same level will be good against same level mines (the whole point, right?) and to disable other weapons from targeting mines. Currently I watch ships use anti-proton beams (my weapon of choice) on them because of the higher range than PDC.

Re: New Crystalline components.
... wtf?
Anti-proton beams can target MINES???
SMALL anti-proton beams I'd understand, but ship-mounted ones???
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 

Re: New Crystalline components.
That's what I've observed them doing. I'll take a screen shot next time. 




As-is, even with these new components, you still have to research Physics, then Shields. They're simply
Re: New Crystalline components.
That would be a great addition! Having to research physics to fully use cristalline tech has always annoyed me...
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