Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 19 20 [21] 22 23 ... 71

Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626866 times)

Death_Silence_66

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #300 on: February 13, 2015, 09:43:48 AM »

My game seems to crash when i switch variants with these ships.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #301 on: February 13, 2015, 12:41:04 PM »

It shouldn't crash in 0.65.2a.
Logged

orost

  • Captain
  • ****
  • Posts: 436
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #302 on: February 13, 2015, 12:42:23 PM »

I bought a squadron of Templar fighters on Tartessus black market once. So keep your eyes open and you may get lucky pretty much anywhere.
Logged

Agalyon

  • Commander
  • ***
  • Posts: 248
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #303 on: February 13, 2015, 12:46:49 PM »

It shouldn't crash in 0.65.2a.
So wait, this is good for 65.2a?
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #304 on: February 13, 2015, 12:52:53 PM »

It shouldn't crash in 0.65.2a.
So wait, this is good for 65.2a?
Nope, but if it was, it wouldn't crash on changing variants.
Logged

Agalyon

  • Commander
  • ***
  • Posts: 248
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #305 on: February 13, 2015, 03:04:33 PM »

It shouldn't crash in 0.65.2a.
So wait, this is good for 65.2a?
Nope, but if it was, it wouldn't crash on changing variants.
Oh, I misread that. Sorry. Any idea on SS+ and Templars for 65.2a? :)
Logged

Tommy

  • Commander
  • ***
  • Posts: 150
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #306 on: February 13, 2015, 05:04:54 PM »

Also, will the Big Baddy ship of the Templars be present in the 0.65.2a version of the mod ? :)

And yeah, an ETA for both mods please!!
Logged

OOZ662

  • Captain
  • ****
  • Posts: 390
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #307 on: February 13, 2015, 05:27:30 PM »

ETAs only exist to be missed when something unexpected comes up. It'll come out when it's ready, and that time won't change whether it's disclosed or not. Besides the few seconds of the dev's time saved when not reading a post someone didn't make asking for an ETA, perhaps. ;D
Logged
It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Protonus

  • Captain
  • ****
  • Posts: 444
  • AAAAAAAAAAAA
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #308 on: February 15, 2015, 06:47:58 PM »

If this Big Daddy of the Templars should exist, it'll probably defending the Templar base just waiting to wreck havoc to anything that comes to be salvaged. *cue pirate speak*

And the new weapon looks great, I just wondered how much coding was settled in that Merced weapon technology though.
Logged

The cookies are a weird one, okay.

EI

  • Commander
  • ***
  • Posts: 100
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #309 on: February 15, 2015, 06:49:45 PM »

And the new weapon looks great, I just wondered how much coding was settled in that Merced weapon technology though.

It makes your Energy missiles look like it came out of the gutter. c:


Why aren't you answering me? )o)

Oh wait, nevermind. :p
« Last Edit: February 15, 2015, 07:09:08 PM by EI »
Logged
You know what happens when I raise the "alarm"~ <3

Agalyon

  • Commander
  • ***
  • Posts: 248
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #310 on: February 15, 2015, 09:45:58 PM »

Overwhelming range
Kinetic wins this battle
Templars will fall soon
Spoiler
I'm sorry. Couldn't stop myself. But to add something useful and not stupid, not sure what direction you want to take the templars, but In my experience, what I've found they are most vulnerable to is very long range weaponry. Giving a conquest things like mjolnirs and hypervelocity drivers and stacking range mods works exceptionally well, especially against the arch bishop. Fun as it is rolling over paladins like that, figured I'd at least mention it, in case you want them to be as difficult as possible.
[close]
Logged

EI

  • Commander
  • ***
  • Posts: 100
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #311 on: February 15, 2015, 10:12:54 PM »

Overwhelming range
Kinetic wins this battle
Templars will fall soon
Spoiler
I'm sorry. Couldn't stop myself. But to add something useful and not stupid, not sure what direction you want to take the templars, but In my experience, what I've found they are most vulnerable to is very long range weaponry. Giving a conquest things like mjolnirs and hypervelocity drivers and stacking range mods works exceptionally well, especially against the arch bishop. Fun as it is rolling over paladins like that, figured I'd at least mention it, in case you want them to be as difficult as possible.
[close]

It might've taken you a lot of tricky ballis-shots to get where you are when you deal with the Templars. c:

The Conquest isn't much for a sport shooter since it basically does broadside before ever doing the needed shots to take the Templar down, not to mention the speed the speed and durability the Crusaders could take before downing. Even so, the Conquest would have been broadsided instead before it take its maneuvers to anything that is not an Archbishop.

Or Archbishops doing the Broadside while they slow the Conquest down.


PS: I wanna call Ballistic shots as Ball-shots but I might get in trouble. >-<
« Last Edit: February 15, 2015, 10:14:29 PM by EI »
Logged
You know what happens when I raise the "alarm"~ <3

Agalyon

  • Commander
  • ***
  • Posts: 248
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #312 on: February 16, 2015, 08:14:38 AM »

It might've taken you a lot of tricky ballis-shots to get where you are when you deal with the Templars. c:

The Conquest isn't much for a sport shooter since it basically does broadside before ever doing the needed shots to take the Templar down, not to mention the speed the speed and durability the Crusaders could take before downing. Even so, the Conquest would have been broadsided instead before it take its maneuvers to anything that is not an Archbishop.

Or Archbishops doing the Broadside while they slow the Conquest down.
Its not that hard. With that much EMP damage and range, not even the templars can just sit and slug it out. Hell, if you support it well enough, even the AI can do it. The only time it didn't work was when it got sandwiched between two paladins. The conquest survived, barely, but it was very close. The broadside doesn't really matter much either. What usually happens is the paladin comes careening at you, slams into you, and sends you flying- which is good. Jesuits and fighters counter it, but if you have Protonus' energy missiles thats not even that much a problem, and you can always wait to field it till you actually see a paladin. If you do put energy missiles on it, it basically hard counters the archbishop into oblivion, as the missiles go for the drones first.
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #313 on: February 16, 2015, 10:22:38 AM »

Dark, Any chance of a quick mod that just allows me to get a Jesuit when I start campaign? That's all I want for the vanilla game hehe. I'd do it myself but I'm a little rusty lol
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #314 on: February 16, 2015, 10:29:46 AM »

Logged
 
Pages: 1 ... 19 20 [21] 22 23 ... 71