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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626857 times)

Midnight Kitsune

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Re: [0.65.1a] The Knights Templar v0.9.3b
« Reply #150 on: November 17, 2014, 04:46:05 PM »

As a minor issue, there are so many asteroids in Antioch that the system map lags badly when you try to open it.
Same here... The tac view takes a good 5 to 10 seconds to fully open on my system
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Dark.Revenant

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[0.65.1a] The Knights Templar v0.9.3c
« Reply #151 on: November 17, 2014, 10:37:36 PM »

Performance update.  Hope it helps.

Download The Knights Templar 0.9.3c
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.01)
(Supported by Starsector+ 2.0.6)

We also recommend Version Checker 1.2 to notify you when an update is ready.

Note: This mod uses custom shader effects.  If you suffer performance issues, adjust or disable these effects in Templars/data/config/templarShaders.json


Change Log
Version 0.9.3c (November 18, 2014)
- Significantly reduced asteroid count in Antioch
- Crusade adjustments for consistency
- Small fixes here and there
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Regularity

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Re: [0.65.1a] The Knights Templar v0.9.3c
« Reply #152 on: November 18, 2014, 03:11:17 PM »

Since 0.9 you keep mentioning making tweaks to Crusade events, but don't exactly detail what sort of tweaks. Are you nerfing crusade size? Frequency? The AI defensive response to crusades? Just like some clarification on what's going on under the hood so it'll be easier to tell what is a bug versus what is intended regarding events ingame.
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Dark.Revenant

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Re: [0.65.1a] The Knights Templar v0.9.3c
« Reply #153 on: November 18, 2014, 04:16:01 PM »

Lots of magic numbers, coefficients, methods, etc.  All of the above.
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j01

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Re: [0.65.1a] The Knights Templar v0.9.3c
« Reply #154 on: November 19, 2014, 01:19:51 AM »

I only started using this mod since it was updated for the latest starsector version. Since I began using it, I've been experiencing rampant save game corruption where after playing for so long, trying to load a save results in the load progress bar screeching to a halt, and the game locking up until I get an ingame notice of failure to load the save, as if the save contains too much info to process, or something.

This problem persists even in 0.9.3c, and even with all other mods disabled which aren't prerequisites for this one. My computer is a beast with way, way more than enough RAM, CPU, and GPU power, and I've even tried running a Large Address Aware program on Starsector's executable, to no avail.

Is anyone else having this problem, or am I somehow doing something wrong? The save corruption seems inevitable.

[EDIT]: Upon further testing, I think I may be mistaken and SS+ mod is the actual culprit.

[EDIT EDIT]: I hadn't read the SS+ mod thread's last few pages before posting this. Apparently there is some kind of problem between SS+ and this mod, and it's known?
« Last Edit: November 19, 2014, 02:02:31 AM by j01 »
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Dark.Revenant

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Re: [0.65.1a] The Knights Templar v0.9.3c
« Reply #155 on: November 19, 2014, 02:19:55 AM »

Both mods are memory-heavy by their nature.  This is being fixed in the next Starsector version, but the next SS+ version should help.
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Dark.Revenant

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[0.65.1a] The Knights Templar v0.9.3d
« Reply #156 on: November 19, 2014, 03:00:53 AM »

Finally got the Crusade dynamics under wraps.  If you are having memory problems, please understand that the culprit is not this mod, but rather SS+ itself.  The new update of SS+ resolves some of these issues, but most of it will come from the next Starsector update.


Download The Knights Templar 0.9.3d
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.01)
(Supported by Starsector+ 2.0.7) (Updated!)

We also recommend Version Checker 1.2 to notify you when an update is ready.

Note: This mod uses custom shader effects.  If you suffer performance issues, adjust or disable these effects in Templars/data/config/templarShaders.json


Change Log
Version 0.9.3d (November 19, 2014)
- Crusade fleets arrive on time to distant systems (crusades longer in these cases)
- Crusade end reports are sector-wide and now list casualties for each side
- Knights Templar are now hostile with independents (should make better crusades)
« Last Edit: November 19, 2014, 04:08:33 AM by Dark.Revenant »
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Regularity

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Re: [0.65.1a] The Knights Templar v0.9.3d
« Reply #157 on: November 19, 2014, 09:59:21 AM »

Quote
Crusade end reports are sector-wide and now list casualties for each side

Just curious, is whether a crusade is considered successful based on casualties, or some other value (ship kill count, total credit value of ships killed)? Also, what about end-conditions; do they end after a fixed time passes, or keep going until some sort of score is reached?
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Dark.Revenant

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Re: [0.65.1a] The Knights Templar v0.9.3d
« Reply #158 on: November 19, 2014, 10:54:12 AM »

Crusades are time-based and the ending type is based, essentially, on the numerical difference of fleet points lost between the two sides.  Function is Morale = (TemplarLosses * 1.5 - AlliedLosses) / (200 * scale).  1 FP = 9 casualties.  If morale is -3 or less, it's a catastrophe; if morale is 1.5 or more, it's considered a rousing success.  The screenshot above was for a somewhat above-average crusade length of very above-average size in a highly-defended system, so those numbers are quite high.
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j01

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Re: [0.65.1a] The Knights Templar v0.9.3d
« Reply #159 on: November 19, 2014, 11:20:00 AM »

You're a very diligent and talented modder, and I appreciate your work.

I think this is my favorite mod, for both style and substance, and SS+ comes in at a close second.
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Dark.Revenant

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[0.65.1a] The Knights Templar v0.9.3e
« Reply #160 on: November 22, 2014, 05:15:28 PM »

Fixed a rather nasty bug.

Download The Knights Templar 0.9.3e
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.01)
(Supported by Starsector+ 2.1) (Updated!)

We also recommend Version Checker 1.2 to notify you when an update is ready.

Note: This mod uses custom shader effects.  If you suffer performance issues, adjust or disable these effects in Templars/data/config/templarShaders.json


Change Log
Version 0.9.3e (November 22, 2014)
- Crusades no longer bug out when you load the game
- Crusade reputation hits are less fickle
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Asauski

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Re: [0.65.1a] The Knights Templar v0.9.3e
« Reply #161 on: November 25, 2014, 12:03:07 PM »

hello. I know I have no participation in this mod, but I would like to give a small suggestion of new ships to him, and wanted you to take a look at these models. would like to help in some way.  :)

I really like to see new ships in this mod, but in a way that everyone can have, not only a few ships that I do on my PC.  :)

[attachment deleted by admin]
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Nanao-kun

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Re: [0.65.1a] The Knights Templar v0.9.3e
« Reply #162 on: November 25, 2014, 12:33:31 PM »

Templar kitbashes! First I've seen. :V
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Asauski

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Re: [0.65.1a] The Knights Templar v0.9.3e
« Reply #163 on: November 25, 2014, 12:43:07 PM »

Really would like something new in this mod, especially new ships, something out of the campaign.

I do not think that new weapons would be needed now, for those that currently exist are very powerful and versatile.
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ValkyriaL

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Re: [0.65.1a] The Knights Templar v0.9.3e
« Reply #164 on: November 25, 2014, 12:57:55 PM »

I don't think they need new ships either, they already have one for each, and soon to have a battleship(?), although, a second frigate wouldn't hurt. to many Jesuits. =I
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