Fractal Softworks Forum
February 18, 2018, 12:00:45 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: Blueprints, Doctrine, and Production (02/12/18); Starsector 0.8.1a is out!
 
   Home   Help Search Login Register  
Pages: 1 ... 62 63 [64]
  Print  
Author Topic: [0.8.1a] The Knights Templar 0.9.8e  (Read 275286 times)
AxleMC131
Admiral
*****
Posts: 1138


Amateur World-Builder


View Profile
« Reply #945 on: September 30, 2017, 03:00:00 PM »

... Also, using saboteurs can help with that. It's costly but not impossible.

I thought the Templars couldn't be infiltrated? As in, you can't use saboteurs or agents against them.
Logged



"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
canned Tomatoes
Ensign
*
Posts: 9


View Profile
« Reply #946 on: September 30, 2017, 04:50:26 PM »

... Also, using saboteurs can help with that. It's costly but not impossible.

I thought the Templars couldn't be infiltrated? As in, you can't use saboteurs or agents against them.
Oh. I usually just got five fleets or so to deal with everything, including the invasion.
Cash isn't of that much importance in the endgame and I usually forget about saboteurs at that point.
That could have been useful in the earlier stages of the game though. My bad.
Logged
Dark.Revenant
Admiral
*****
Posts: 2326



View Profile WWW Email
« Reply #947 on: October 01, 2017, 10:36:51 PM »

Pretty new effects!  Breaks saves.  Click the reduced-qualify gifs below for bigger, smoother versions.







Download The Knights Templar 0.9.8d
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.0 (Updated!) -
- Supported by Nexerelin 0.8.2d (Updated!) -

We also recommend Version Checker to notify you when an update is ready.

Edit TEMPLAR_OPTIONS.ini to enable or disable Knights Templar features, such as the demanding custom shader effects!

Having problems?  Visit the Mod Troubleshooting Guide!


Change Log
Version 0.9.8d
- Made Teutons significantly faster and tougher
- Various new projectile and impact effects
- Pax and Sentenia require more flux to fire
- Crucifix/Trucidare no longer requires ammo, but has a significantly higher flux cost
- Minor fixes
« Last Edit: October 03, 2017, 11:03:17 AM by Dark.Revenant » Logged

00lewnor
Lieutenant
**
Posts: 57


View Profile Email
« Reply #948 on: October 02, 2017, 09:53:17 AM »

Will disabling GraphicsLib ("enableShaders":false) disable the new Templar effects or do you need to disable both separately if your computer can't handle the aforementioned demanding custom shader effects?
Logged
Dark.Revenant
Admiral
*****
Posts: 2326



View Profile WWW Email
« Reply #949 on: October 02, 2017, 11:57:52 AM »

They're basic sprites, not shader-based.
Logged

Dark.Revenant
Admiral
*****
Posts: 2326



View Profile WWW Email
« Reply #950 on: October 04, 2017, 12:17:24 AM »

Fixed the archive and improved Schism Drive AI for retreat scenarios.


Download The Knights Templar 0.9.8e
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.0 -
- Supported by Nexerelin 0.8.2d -

We also recommend Version Checker to notify you when an update is ready.

Edit TEMPLAR_OPTIONS.ini to enable or disable Knights Templar features, such as the demanding custom shader effects!

Having problems?  Visit the Mod Troubleshooting Guide!


Change Log
Version 0.9.8e
- AI improvements
Logged

NITROtbomb
Commander
***
Posts: 125


I like Mah glass cannon ships :)


View Profile
« Reply #951 on: November 15, 2017, 07:54:06 PM »

Gotta say, Love the strength of the Templars.
Still gives my strong fleep a reason to run away!
So yeah thanks again for a super cool "endgame" enemy
Logged

Dancing and playing games, how does that work.. well YOU tell me!
DrakonST
Commander
***
Posts: 212


Lizard-Wizard


View Profile
« Reply #952 on: February 01, 2018, 05:00:54 PM »

Dark.Revenant, can you realize the idea of your mod user?

I have the idea as it is possible to make yours mod even more interestingly(perhaps not). But I will need to write and translate a lot of text and I don't know your opinion about the third-party ideas. Whether it makes sense to me to voice the idea?
Logged

I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.
fireflambe
Ensign
*
Posts: 4


View Profile Email
« Reply #953 on: February 11, 2018, 11:11:39 AM »

Just started playing with this mod again, did something change? It seems like right click doesn't trigger priwen burst anymore, even though the enemy AI still uses it. My AI can't seem to use it either. Does it get disabled on captured ships now or something? I don't see it in the change log
Logged
Snrasha
Captain
****
Posts: 377



View Profile
« Reply #954 on: February 11, 2018, 11:24:06 AM »

Just started playing with this mod again, did something change? It seems like right click doesn't trigger priwen burst anymore, even though the enemy AI still uses it. My AI can't seem to use it either. Does it get disabled on captured ships now or something? I don't see it in the change log

If your templar ship have D-mod, he lost the Priwen burst.
Logged

I am pretty bad on english. So, sorry in advance.

Artefact Version 0.8.1a
Two weird faction.

High-Tech Armada Version 0.8.1a
Mod of YuiChan and me about only High-Tech stuff added.
Sy
Admiral
*****
Posts: 1124



View Profile Email
« Reply #955 on: February 11, 2018, 05:31:09 PM »

Just started playing with this mod again, did something change? It seems like right click doesn't trigger priwen burst anymore, even though the enemy AI still uses it. My AI can't seem to use it either. Does it get disabled on captured ships now or something? I don't see it in the change log
If your templar ship have D-mod, he lost the Priwen burst.
it's displayed in the tooltip of the built-in Templar hullmods. as Snrasha says, having any d-mod on a Templar ship disables Priwen Burst, and also gives huge penalties on shield effectiveness.

so you usually want to use Templar ships only if you have the money to restore them fully, or when you really need more ships badly. they are a lot weaker and die a lot easier with these two penalties, in addition to whatever penalties the d-mods themselves add.

i think this is mainly to (partially) offset the fact that you'll have a lot more chances to recover Templar ships now than you did pre-0.8, especially if you also have the industry skill that increases the chance. you get more Templar ships, but you'll have to spend a lot of money to make them as powerful as those of your enemies.
Logged
FreedomFighter
Lieutenant
**
Posts: 75


Cat girl can into space or die trying


View Profile
« Reply #956 on: February 12, 2018, 02:06:33 AM »

How long for each Crusade cycle to happen? I don't want to be on their purge list so i figure to helping them out  Wink
Logged

Broken English specialist
DrakonST
Commander
***
Posts: 212


Lizard-Wizard


View Profile
« Reply #957 on: Today at 07:30:10 AM »

It is necessary to remove HP regeneration on templars ships. This doesn't help AI, but makes the player TOO strong. Why?
But because one destroyer shouldn't kill the station. Even if he is a Templar, it too overpowered.

I just flew to station and kill her, after this i retreat from fight, the only thing that all hasn't allowed me to kill all enemy is combat readiness.
Logged

I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.
Flying_Whale
Ensign
*
Posts: 44



View Profile Email
« Reply #958 on: Today at 11:45:35 AM »

Damn it! Stop asking to nerf the templars! Leave at least 1 truly boss-faction!
Logged
Pages: 1 ... 62 63 [64]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!