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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 628838 times)

Dark.Revenant

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #555 on: December 10, 2015, 05:40:50 PM »

I've noticed a few things, one the Templar seem to project their power into a much larger area and with MUCH larger fleets without a crusade than before, I've seen them blockading Hybrasil a few times, two Diable Avionics is basically unplayable with the Templar installed because the rate of Templar fleet spawns and their presence in hyperspace combined with them being literal neighbors with Outer Terminus means that Diable can do literally nothing about anything, they cannot move goods, they cannot project fleets into the rest of the sector, they just sit in Outer Terminus and anything that leaves gets blapped by Templar. The first should probably be an easy fix for you, but for the second may I recommend shifting Ascalon from the top right corner to the bottom left corner of the map? Considering the Templar and Church of Ludd hate each other a bit more than most of the other factions I like the idea that Eos Exodus become the nearest system to Ascalon.

Good point; I'll make them not care about distance when determining who to attack - so diable isn't as screwed.
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StarSchulz

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #556 on: December 10, 2015, 06:11:01 PM »

The current game i am in nearly every system has 1 - 2 Templar carrier fleets in it.

Dark.Revenant

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #557 on: December 10, 2015, 06:59:22 PM »

Unless they are crusading, Templars typically have around 10-15 fleets in the entire sector.  I have no idea why they are so elevated for you, unless you are running Nexerelin.
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StarSchulz

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #558 on: December 10, 2015, 07:22:28 PM »

I haven't tried Nexerelin yet. could the crusade fleets be getting distracted and scattering throughout the sector? i did notice that most of the fleets i encountered would be chasing something like a single ship that escaped initial attacks, and would never catch up to it. that ship would run away from the templar fleet, activating it's emergency speed whenever the templar fleet did.



Now that i think about it, fleets used to give up on chasing you after a short while if your burn speed was faster, but now they don't and will chase you forever if they need to.

I started a Nexerelin playthrough as a templar, and after i came back to ascalon i noticed many of the patrols were chasing a single pirate smuggler in a hound. probably the problem right there, they go chasing after it until they loose track or catch up and kill it. but the AI will "keep in contact" with a fleet that destroys the majority of it. so i imagine the templar fleets never make it back to ascalon because they are busy chasing the hounds!


So i guess its not a problem with the mod, its the patrol AI that is causing it.
« Last Edit: December 11, 2015, 04:22:27 PM by StarSchulz »
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Valhalla

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #559 on: December 12, 2015, 12:22:39 PM »

So i was playing around with Nexerelin with this mod on, Was thinking "Oh neat, i can start out as a Templar!" So i did, worked my way up to a Paladin, got it fully kitted out, but instead of those four side mounts holding guns, i put on those nice little MRMs your faction has. All i have to say is ***, Four of those things kill practically anything, and even if they don't die from it, they are crippled and easily killed by anything else. So now when ever i start up a fight, i fire all 3/4 shots i have thanks to ranks in the correct skill, and hull mod, and i get at least 3 kills, usually fire them on something too close and they just constantly spin around the target. Its gotten to the point i don't even use any other ship, i mean sure im posting this after i lost the ship in a fight with 2 other capital ships, but i got to level 41 before that. These ships are by far some of the meanest i've ever had the fun of playing. Can't wait to see if you ever add anymore!
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Blaank

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #560 on: December 12, 2015, 11:24:20 PM »

Is there any way to become friendly with the Templar?  Let me tell you, I'd rather pitch my lot in with them than anyone else.
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StarSchulz

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #561 on: December 12, 2015, 11:50:57 PM »

During a crusade if you happen to attack something that isn't templar in the system... they seem to like that! though, it will make anyone who isn't templar in the system very mad.

Blaank

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #562 on: December 13, 2015, 02:36:05 AM »

I've got a real problem.  These guys are just flipping everywhere.  I see 1-2 fleets onscreen at any given time.  There are usually 4 hanging out in hyperspace around every system killing everything.  And at least 4 in each system killing everything.  I can't do the commission thing from SS+ because these guys are hostile to everyone and are everywhere and instantly kill me (My hammerhead was creamed by 5 missiles before they even came onscreen.).  "Pirate Armadas" consist of a few frigates because of all the Templars destroying things.  Trade is disrupted in every market constantly because Templars.
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Dark.Revenant

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #563 on: December 13, 2015, 02:45:37 AM »

I have no idea what's going on there.  Can you search starsector.log for -= Fleet Count Averages =- and paste that section here?

Also, are you playing Nexerelin?
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Blaank

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #564 on: December 13, 2015, 03:10:54 AM »

Not playing Nexerelin.

21366182 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Tiandong: 28.943575
21366182 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ all: 437.899
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Hegemony: 63.05613
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ independent: 72.63497
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Luddic Path: 20.000063
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ pirates: 53.57194
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Tri-Tachyon: 26.681898
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Neutral: 6.9999895
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Imperium: 20.740702
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ ASP Syndicate: 2.995164
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Luddic Church: 11.981704
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Scy: 18.548111
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Sindrian Diktat: 14.844882
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Knights Templar: 78.87676
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Blackrock: 9.999702
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ P.A.C.K.: 2.9999957
21366183 [Thread-5] INFO  data.scripts.campaign.SSP_FleetProfiler  -     ~ Junk Pirates: 3.9931445
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Dark.Revenant

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #565 on: December 13, 2015, 03:24:42 AM »

It's probably inflated numbers from a crusade, or multiple crusades.  The fleets are supposed to fly back when they're done, but I guess the AI is too ADHD to ever make it back.  I already made crusade numbers not as crazy, but I'll make it a surer thing by forcing them to beeline home rather than fight on the way back -- non-crusade numbers should be more like 15 fleets, not 80.
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Sabaton

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #566 on: December 13, 2015, 05:00:10 AM »

I've got a real problem.  These guys are just flipping everywhere.  I see 1-2 fleets onscreen at any given time.  There are usually 4 hanging out in hyperspace around every system killing everything.  And at least 4 in each system killing everything.  I can't do the commission thing from SS+ because these guys are hostile to everyone and are everywhere and instantly kill me (My hammerhead was creamed by 5 missiles before they even came onscreen.).  "Pirate Armadas" consist of a few frigates because of all the Templars destroying things.  Trade is disrupted in every market constantly because Templars.


Sounds fun, I guess everything is going according to their plan.
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Cik

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #567 on: December 13, 2015, 05:10:50 AM »

yeah man i don't even install this mod because of that

why complain about the templars burning the entire sector to the ground, isn't that what you signed up for when you hit the install button?

sincerely, puzzled
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Jude

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #568 on: December 13, 2015, 10:13:08 AM »

I actually kind of like them being everywhere.

I play with Nexerelin so it's probably a lot different, but back in 0.65 they would usually get completely wiped out before I had the chance to fight them at all. Now they're a constant threat (And opportunity, what with the expanded battles).
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StarSchulz

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #569 on: December 13, 2015, 10:13:35 AM »

well, having a fleet or two in nearly every system that could easily catch you off guard and kill you instantly...  ::)

Don't get me wrong, i have the mod installed. its just a pain when the crusade system has barely any more than any other system normally.

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