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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 627030 times)

NightKev

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #765 on: May 22, 2016, 01:19:44 AM »

Bitbucket download for this mod is broken too (other than II/GraphicsLib all the others work fine though).
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Metadane

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #766 on: May 22, 2016, 06:18:17 AM »

Brilliant mod, thanks very much for the hard work! :)
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DrakonST

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #767 on: May 23, 2016, 01:39:17 AM »

Mod incompatibility.  Probably BRDY,  if you are using all the updated versions.
Yes, it "BRDY" because of a kinetic shot-gun.
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Gorgonson

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #768 on: May 27, 2016, 09:18:09 PM »

Nice!

Although I've hit a problem - I had a battle crash to desktop because there was something wrong with the tem_latticeshield hullmod:

Fatal: data/hullmods/TEM_latticeShield
Cause: data.hullmods.TEM_latticeshield
Check Starsector.log for more info

Annoyingly, it doesn't generate a log for this error.

I've had the same issue.  Templar vs Shadowyards battle, but it generated a .log file for me.
I'll post the relevant part below, I hope this will help resolve the issue.

Quote
2908609 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/hullmods/TEM_LatticeShield
java.lang.NoClassDefFoundError: data/hullmods/TEM_LatticeShield
   at data.scripts.weapons.MS_PolarizerSmallOnHitEffect.onHit(MS_PolarizerSmallOnHitEffect.java:33)
   at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super.super(Unknown Source)
   at com.fs.starfarer.combat.E.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.hullmods.TEM_LatticeShield
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 12 more
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Dark.Revenant

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #769 on: May 27, 2016, 10:54:13 PM »

Those mods will have to resolve the incompatibility on their end.  The structure of Knights Templar changed.
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Mr. Nobody

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #770 on: May 28, 2016, 12:11:54 PM »

Question: how much will it take before all (or a good amount of) the mods recover from the SS+ shakedown?
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Kevin Flemming

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #771 on: May 28, 2016, 12:50:25 PM »

Question: how much will it take before all (or a good amount of) the mods recover from the SS+ shakedown?

That isn't something you can really put a time frame on. Depends on how busy or enthusiastic the authors are.
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Schwartz

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #772 on: May 29, 2016, 03:46:20 PM »

Does anyone still have the 0.9.5g floating around? Since I assume that one will play nice with the currently available versions of other mods.
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Sy

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #773 on: May 29, 2016, 04:09:38 PM »

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Schwartz

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #774 on: May 29, 2016, 04:49:06 PM »

Thanks for the link. Unfortunately, that too now crashes the game when it loads up the main menu.
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Sy

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #775 on: May 29, 2016, 05:33:22 PM »

hmm, working fine for me. maybe you also need the older versions of SS+, Dynasector, etc?
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Dark.Revenant

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #776 on: May 29, 2016, 09:18:47 PM »

Here is a .jar with hacked-in compatibility; should work until those other mods (SRA and BRDY from what I remember) fix their stuff: https://bitbucket.org/DarkRevenant/knights-templar/downloads/Templars.jar
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King Alfonzo

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #777 on: July 04, 2016, 02:39:57 AM »

Something I've noticed (and not sure what to make of): When the Martyr class gets disabled, it propels itself towards the nearest ship. Not the nearest enemy ship, the nearest ship, firendlies included. Even when there's an enemy ship available, it still shoots towards the nearest ship, even if it's friendly.

Dark.Revenant

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #778 on: July 04, 2016, 03:57:44 AM »

Indeed.
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LordDavenport

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #779 on: August 21, 2016, 06:33:03 PM »

Was there ever talks of a non-carrier capital ship for the Knights? I have been really enjoying playing a game as a knight captain(using star starsector +, Nex, and most of the mod factions), and I have slowly phased knight ships out of my fleet. The Carrier is to resource heavy to really deploy, and really it isn't like it matters how much armor you have on your carriers. The paladin is fun, but isn't really armed that heavily. It has a hard time brawling with several capitals in a row. At this point my flag ship ends up either being a pocket battleship with three arondalights on the front, or a Corundum. The Paladin was a nice midrange flagship... but it isn't big enough to really act as the center piece of an end game fleet.

I wouldn't mind something stupidly expensive or with an insane resource cost...
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