Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 7 8 [9] 10 11 ... 71

Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 628665 times)

Auraknight

  • Commander
  • ***
  • Posts: 125
  • I am a Knight of Aura.
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #120 on: September 19, 2014, 03:03:12 PM »

I personally am loveing this mod. Only thing that's killing me about it is the AI relations
the KNIGHT fleets (Dark green) and Templar (Cyan) are both from the same group, right? the green controls Eden, with it's flavor text, and base name, convinces me it's the homeworld.  and Cyan doesn't seem to have one, far as I've seen, so they should be on the same side, correct? (I mean, they have a planet, but no base, which kinda sucks...)

But this seems to not be the case! the two will go after each-other, just as if the other was nothing more then a pirate!
(Not to mention the KNIGHT fleets NEVER have a Templar ship unless the've captured it from battle, and the ships are not available in the stores, never-mind the weapons.)
-Edit:
Only thing I can think of is if the dark green is Ludd? but then why would they have fleets with Knight? I'm just overal confused >.<
it says in the name it's the Knights Templar, so why do the fight? Or am I missing something here?
« Last Edit: September 19, 2014, 03:05:56 PM by Auraknight »
Logged
~Aura be with you

Farlarzia

  • Commander
  • ***
  • Posts: 169
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #121 on: September 19, 2014, 03:13:18 PM »

I think the green's you are referring to are the Knights of Ludd.
Logged

Auraknight

  • Commander
  • ***
  • Posts: 125
  • I am a Knight of Aura.
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #122 on: September 19, 2014, 03:15:57 PM »

I think the green's you are referring to are the Knights of Ludd.
See, that's what I thought too, but the Ludd Jihad fleet still spawns in it's sandy colour. (Not sure if it attacks the dark greens, haven't seen them encounter outright yet.)
Logged
~Aura be with you

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #123 on: September 19, 2014, 03:19:26 PM »

There are three Ludd factions.  Church of Galactic Redemption, Luddic Path, and the Knights of Ludd.
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #124 on: September 19, 2014, 03:29:32 PM »

I think the green's you are referring to are the Knights of Ludd.
See, that's what I thought too, but the Ludd Jihad fleet still spawns in it's sandy colour. (Not sure if it attacks the dark greens, haven't seen them encounter outright yet.)

The Knights of Ludd are a vanilla faction that has not yet formally been added to the campaign.
Logged

Auraknight

  • Commander
  • ***
  • Posts: 125
  • I am a Knight of Aura.
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #125 on: September 19, 2014, 03:34:03 PM »

I think the green's you are referring to are the Knights of Ludd.
See, that's what I thought too, but the Ludd Jihad fleet still spawns in it's sandy colour. (Not sure if it attacks the dark greens, haven't seen them encounter outright yet.)

There are three Ludd factions.  Church of Galactic Redemption, Luddic Path, and the Knights of Ludd.
Ah, thanks. I just found it odd how the templrs where fighting a fleet I thought to be a part of there fraction >.< Sorry!
The Knights of Ludd are a vanilla faction that has not yet formally been added to the campaign.
Logged
~Aura be with you

Asauski

  • Ensign
  • *
  • Posts: 29
  • I'm fluent in google translate
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #126 on: September 26, 2014, 01:54:35 PM »

You will place new ship models in this mod?
Logged

Sabaton

  • Admiral
  • *****
  • Posts: 523
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #127 on: September 26, 2014, 02:33:42 PM »

You will place new ship models in this mod?

 They're planning 1 more ship, a supercap ship.
 I'm eager to see it.   ;D
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2847
  • Your Friendly Forum Friend
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #128 on: September 27, 2014, 02:15:33 AM »

You will place new ship models in this mod?

 They're planning 1 more ship, a supercap ship.
 I'm eager to see it.   ;D
You and me both! *drools*
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Asauski

  • Ensign
  • *
  • Posts: 29
  • I'm fluent in google translate
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #129 on: September 29, 2014, 01:21:15 PM »

what is the method you use to make coding in java ?
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #130 on: September 29, 2014, 04:07:23 PM »

what is the method you use to make coding in java ?

Typing code into an IDE, compiling the code, and then debugging the code.
Logged

PixiCode

  • Lieutenant
  • **
  • Posts: 87
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #131 on: October 03, 2014, 03:28:07 PM »

I absolutely love this mod so far!

I had a blast trying out the Templar in the missions. I was wondering; is there any way you could make an option where you're essentially a part of the Templar? I would imagine the only real way to balance it so that it didn't get boring as far as difficulty went ((Note: Lack thereof)) would be to reduce the amount of AI templar spawns so that you're typically all on your own, make it that you cannot trade with any port except for one that's made in Antioch for the "Templar player" game mode, and that everyone starts out hostile to you.

It would be fun to be the most OP faction in the game... yet you have so much stacked against you ((As far as I can tell the Templar don't have much in the form of getting supplies, keeping supplies in their fleets easilly or crew)) that it actually makes it hard. You'd have to capture things like Castles and those other supply-granting things, or maybe there are Templar ships that are good for logistics that i'm not aware of.

Being religious fanatics that everyone hates in space games whose ships are EXCEEDINGLY powerful but exceedingly difficult to field is so much fun XD
« Last Edit: October 03, 2014, 03:31:15 PM by Chroma »
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #132 on: October 03, 2014, 03:48:04 PM »

DR didn't planned Templars as a playable faction, at least not in SS+.

Maybe when Exerelin will update its compatibility with the faction then maybe we'll be able to toy with Templar ships. Otherwise it's very unlikely.
Logged

Aklyon

  • Commander
  • ***
  • Posts: 195
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #133 on: October 13, 2014, 01:15:29 PM »

Is there a difference if you play them in a campaign fight instead of a mission fight?
Logged

Farlarzia

  • Commander
  • ***
  • Posts: 169
    • View Profile
Re: [0.6.2a] The Knights Templar v0.9.1
« Reply #134 on: October 13, 2014, 02:09:18 PM »

If playing in campaign the excalibur drive doesn't work.
Logged
Pages: 1 ... 7 8 [9] 10 11 ... 71