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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626887 times)

Dark.Revenant

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #255 on: January 16, 2015, 12:41:57 PM »

You were using injectors/augmented engines to get your ships to be faster, right?  It's hard to escape without those.
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Velox

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #256 on: January 16, 2015, 02:16:12 PM »


Yeah, it was the two throw-away boarding suicide shuttles that got away; the rest I had fitted to actually fight (well, except the Leviathan, to keep my burn speed from being total crap.)
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Creepin

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #257 on: January 21, 2015, 05:12:32 AM »

Is there a Templars market at all which I could get access to by grinding standing towards Templars, or there's no Templars market whatsoever? I've found a Templars system, where I was forbidden to land on a sole inhabited planet, and I'm not sure if it's the top interaction I'll see from Templars, or there's a way to be accepted there.
« Last Edit: January 21, 2015, 05:18:10 AM by Creepin »
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Tommy

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #258 on: January 21, 2015, 06:45:57 AM »

You will be permitted to land on Ascalon from Welcoming or Friendly. Can't remember exactly, but above 30 relationship anyway.

Also, the only real way to gain friendship with them is to participate in Crusade, and kill any units besides Templares, in the system that currently has a Crusade. The more units you kill, the better.
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Creepin

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #259 on: January 21, 2015, 06:53:21 AM »

Tommy, thank you, this was exactly the info I was looking for :)
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orost

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #260 on: January 21, 2015, 09:47:52 AM »

Exploit: if a Templar ship has been disabled and is about to blow (it has the sparkles) and you end the battle via Claim Victory before it explodes, it will not be destroyed. I just accidentally captured a Paladin that way. (And I'm going to shamelessly keep it)
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Tartiflette

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #261 on: January 21, 2015, 10:45:51 AM »

Noooooooo, why did you have to say it! Now DR will try to prevent it!  :o
(Actually I didn't knew, but I will shamelessly try it too)
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Wyvern

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #262 on: January 21, 2015, 11:11:23 AM »

You will be permitted to land on Ascalon from Welcoming or Friendly. Can't remember exactly, but above 30 relationship anyway.

Also, the only real way to gain friendship with them is to participate in Crusade, and kill any units besides Templares, in the system that currently has a Crusade. The more units you kill, the better.

As a note, while participating in crusades starts out being a good way to get templar reputation, it does eventually fall off; kill counts that used to net +30 reputation start giving only +3.

At that point, the best option is to fight enemy fleets near Ascalon (which has the side-benefit that there's no risk of pushing your rep with other factions below -75).  You can sometimes lure fleets over there, and every so often (if you're using Templar with SS+) the church of Ludd will send a "purification fleet".  Fair warning: the purification fleet always has a supercapital flagship with combat 10.  Which means it will slowly regenerate hull towards 50%.  Which means you need to bring a fair amount of firepower in order to burst it down in the brief window while it's venting.  My standard Shadowyards Mimir loadout only just barely meets that firepower requirement, so if you're one of those players who likes trying to kill everything with a Medusa... good luck?

Aside to Dark.Revenant: The purification fleet was a fun fight the first time.  Okay the second.  And really kinda tedious after that; the Luddic supercapital isn't particularly threatening, since it's so easy to back off and vent; just make sure to time it for right after the main gun fires.  Not sure if you can do this, but I know you have some mechanism for random variants - it would be kinda neat if the purification fleet made much-more-common-than-normal use of scavenged templar weaponry or even the occasional ship.
I'd also suggest increasing its frequency, and/or making it recognize when it's lost most of its power and should go home - had a few times where it spent ages flying around with just a few surviving non-combat ships or fighter wings.  And the really tedious part of grinding up rep with this isn't the battles, but waiting for a new purification fleet to get sent out after you smashed the old one.
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Wyvern is 100% correct about the math.

Dark.Revenant

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #263 on: January 21, 2015, 02:48:59 PM »

Exploit: if a Templar ship has been disabled and is about to blow (it has the sparkles) and you end the battle via Claim Victory before it explodes, it will not be destroyed. I just accidentally captured a Paladin that way. (And I'm going to shamelessly keep it)

Can't really do anything about that.  Consider it a cheat or something.


Aside to Dark.Revenant: The purification fleet was a fun fight the first time.  Okay the second.  And really kinda tedious after that; the Luddic supercapital isn't particularly threatening, since it's so easy to back off and vent; just make sure to time it for right after the main gun fires.  Not sure if you can do this, but I know you have some mechanism for random variants - it would be kinda neat if the purification fleet made much-more-common-than-normal use of scavenged templar weaponry or even the occasional ship.
I'd also suggest increasing its frequency, and/or making it recognize when it's lost most of its power and should go home - had a few times where it spent ages flying around with just a few surviving non-combat ships or fighter wings.  And the really tedious part of grinding up rep with this isn't the battles, but waiting for a new purification fleet to get sent out after you smashed the old one.

It's meant to be a late-game challenge.  Making it more frequent would defeat the point of holy crusades.  However, I will make it have a smarter AI and have it spawn with a few escort fleets to fight with it.

The Luddic Church does not use Templar tech.  Ever.
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Lopunny Zen

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #264 on: January 23, 2015, 06:54:57 PM »

oh good...a cool team I cant play as in vanilla...and exerlin is not up to date ever...:P
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Tartiflette

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #265 on: January 24, 2015, 01:57:51 AM »

oh good...a cool team I cant play as in vanilla...and exerlin is not up to date ever...:P

Did you complained you couldn't build Progenitors ships in Homeworld 2? Remnants in Stardrive? Pirates ships in Sins of A Solar Empire? Control Mechanoids in Nexus? Nomads in Freelancers? Reapers in Mass Effect? Necromorphs in Dead Space? Aliens in X-com? Aliens in Aliens Isolation? The alien boss in Metal Slug? The ball in Arkanoid? Both bars in Pong?

If you did, maybe you should consult the definition of a game, because overcoming a challenge is kinda the whole point of any and every game.
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Silver Silence

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #266 on: January 24, 2015, 05:44:18 AM »

Did you complained you couldn't build Progenitors ships in Homeworld 2? Remnants in Stardrive? Pirates ships in Sins of A Solar Empire? Control Mechanoids in Nexus? Nomads in Freelancers? Reapers in Mass Effect? Necromorphs in Dead Space? Aliens in X-com? Aliens in Aliens Isolation? The alien boss in Metal Slug? The ball in Arkanoid? Both bars in Pong?

If you did, maybe you should consult the definition of a game, because overcoming a challenge is kinda the whole point of any and every game.

Ah, Lopunny always has something to complain about. You get used to it.


Exploit: if a Templar ship has been disabled and is about to blow (it has the sparkles) and you end the battle via Claim Victory before it explodes, it will not be destroyed. I just accidentally captured a Paladin that way. (And I'm going to shamelessly keep it)
It's a part of the base game. Once a battle is over, everyone can spontaneously die during the fadeout and will be revived magically at the review of the battle. An unintended side effect is that ships destroyed by gross overkill (or catastrophic systems failure in the case of the Templar) are brought back from the dead because of it. Sort of, anyway, still have to be lucky enough to have it be salvageable.
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Lopunny Zen

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #267 on: January 24, 2015, 10:26:05 AM »

I said nothing of those sorts XD
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Histidine

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #268 on: January 25, 2015, 06:48:14 AM »

I captured a Crusader. It later got disabled in a fight with an Archbishop, the core went off and it exploded. But after the battle, I passed the repair dice roll and got it back. Huh. Lucky me. (It lost all its cool Templar weapons though)

I also got a capture roll on the Archbishop, but it had 350 survivors aboard and I had like 20 marines. q_q
« Last Edit: January 25, 2015, 06:49:45 AM by Histidine »
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Silver Silence

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #269 on: January 25, 2015, 09:47:06 AM »

The one time I had an Archbishop for capture, it exploded in my face and took my borrowed Monolith with it.  :(
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