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News:

Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 466531 times)

Null Ganymede

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1035 on: November 09, 2019, 01:10:49 AM »

Every time someone asks he pushes the release date back a week
Oh no, it happened again!  :)
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Flix

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1036 on: November 09, 2019, 04:11:35 AM »

Every time someone asks he pushes the release date back a week
Oh no, it happened again!  :)

I'm well aware of that rule and it frightens me... I tried to not ask when. But rather if there was a way to simply use these ships with current Starsector without all the faction related things.
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Midnight Kitsune

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1037 on: November 09, 2019, 11:04:14 AM »

The reason why the mod is dead is the amount of complex code and all the differences between versions. At least if remember correctly
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Harmful Mechanic

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1038 on: November 09, 2019, 11:18:53 AM »

Knights Templar without complex scripting would just be overtuned ships with a bunch of crosses on them. If you remove all the things that are difficult to maintain about them, you'd also be removing most of what makes them compelling.

I know it's really hard to wait, but making high-quality things takes time.
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Nia Tahl

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1039 on: November 09, 2019, 12:57:47 PM »

The reason why the mod is dead is the amount of complex code and all the differences between versions. At least if remember correctly

Not so much dead as "pending rework"
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