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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 495398 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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reue01

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1040 on: August 29, 2020, 04:32:43 PM »

dam it has been a while I need to do my civic duty as a star sectorian and ask how much longer for update to add another week to the total time! :P
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Unnamed_Shadow

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1041 on: August 30, 2020, 01:03:31 PM »

dam it has been a while I need to do my civic duty as a star sectorian and ask how much longer for update to add another week to the total time! :P

Just go into the Discord, there's a nice surprise there.
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nb8

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1042 on: September 28, 2020, 04:57:15 AM »

Crazy news! The most famous and unique mod from version 0.7 is back online!
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SukmaZaki

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1043 on: September 28, 2020, 05:37:34 AM »

On the Discord, you can manually download the newest version that support 0.9.1a there or on bitbucket repository.
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Flix

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1044 on: September 28, 2020, 10:41:38 AM »

Crazy news! The most famous and unique mod from version 0.7 is back online!

Well none of the campaign stuff is there though so its just the system with the Templar planet and patrols. Still though, it's nice to have them back and use their weapons. I guess this means we'll see an update someday with more stuff! What a great faction.
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Warnoise

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1045 on: October 10, 2020, 09:10:34 AM »

Is it possible to get their blueprints?

I want to make a holy faction and launch a crusade with them
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Flix

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1046 on: October 10, 2020, 12:27:55 PM »

Is it possible to get their blueprints?

I want to make a holy faction and launch a crusade with them

I'm pretty sure you can't. You can always just fight them over and over and capture/restore their ships until you have a fleet of Templar Death. Also if you install ship/weapon pack you can get a couple really cool unique Templar ships.
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