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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626938 times)

Aklyon

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #315 on: February 16, 2015, 11:22:59 AM »

Like Console commands?
Does CC work for mods that aren't loaded, though?
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Tartiflette

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #316 on: February 16, 2015, 11:28:20 AM »

nope, how could it? the game load all assets and code on launch
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Sproginator

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #317 on: February 16, 2015, 12:04:18 PM »

Soooo, No dice then?
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Agalyon

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #318 on: February 16, 2015, 01:51:34 PM »

Soooo, No dice then?
Theres not really a way to do that. It would require all the assets of Templars, so basically the whole mod, short the campaign integration and missions.
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Cycerin

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #319 on: February 16, 2015, 03:28:06 PM »

Why not just play with Templars enabled? ???
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Agalyon

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #320 on: February 16, 2015, 03:29:17 PM »

Why not just play with Templars enabled? ???
He means this version I assume
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Cycerin

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #321 on: February 16, 2015, 03:33:19 PM »

Ah, right. Well, Templars is way too scripted for you to just reduce it to one ship and then the rest works fine.
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Dark.Revenant

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Sacrifice
« Reply #322 on: February 16, 2015, 11:36:27 PM »

A new type of Templar vessel has surfaced.




Martyr-class Illuminator

The Templars' idea of a corvette is the Martyr, a fast attack vessel capable of unmatched agility. Advanced inertial dampeners keep the crew alive while the ship performs up to 120-G maneuvers, while a powerful-but-unstable Templar reactor powers a pair of weapon systems. Somewhat undergunned for a Templar ship, the Martyr-class is nonetheless a dangerous vessel that requires precaution and careful execution to defeat.

The Martyr-class illuminator wields a pair of small weapon slots, plus a Carnwennan Quad-Beam for defense. This is a small weapons package, even by Templar standards, but the onboard Riastrad system can supercharge these weapons, allowing it to inflict terrible damage on the unsuspecting victim. When the Martyr is destroyed, its reactor usually explodes violently, damaging all nearby ships. Unlike other Templar warships, the Martyr's exploding husk is hurled towards hostile vessels during this detonation sequence.

It is thought that the Templars use the Martyr-class to test new recruits, weaponizing their zeal by placing them in these fast, powerful, but relatively fragile vessels, while the senior knights command larger warships.

Unlike most other ships used by the Knights Templar, the Martyr-class illuminator lacks the Priwen Burst Shield. Instead, it mounts the Almace Burst system, which is appropriate for small vessels that lack the flux reserves to unleash a strong Priwen blast.
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Protonus

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #323 on: February 17, 2015, 12:52:49 AM »

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.

If that's been taken to account for the destruction of major Templar fleets, I might as well nerf the Energy Missiles while I'm at it.
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The cookies are a weird one, okay.

Agalyon

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #324 on: February 17, 2015, 10:41:35 AM »

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.

If that's been taken to account for the destruction of major Templar fleets, I might as well nerf the Energy Missiles while I'm at it.
Pffffffffffffffffffffffffff its not critical. It worked fine before I tried those out, they just add more pressure. I actually put them on so it could be used against something other than templars as well too, and found out that not even the templars can defend against THAT many missiles. They aren't exactly flux efficient, but its something to use the flux and OP for, so I kept it. That and its flashy as hell. If I had a way to take a video, I'd see if I can manage to load up my save and post a version with and without.
.... and I suppose I should mention I tried using your dual hypervelocity drivers, and those may or may not have the ever so slight potential to be mildly misconstrued as... really really good. You didn't hear it from me though. Haven't tried them in 65.2a. The version I did this all with wasn't red and blue, it was just protonian tech if that helps you.
« Last Edit: February 17, 2015, 10:51:07 AM by HeartofDiscord »
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Wyvern

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #325 on: February 17, 2015, 11:51:37 AM »

On topic, that's a pretty neat new ship, though... yeah, two small slots (universal I'm guessing?) is kinda light armament.

Also, with the removal of ammo limits from vanilla ballistics, what are you planning on doing with templar ballistics?  Removal of ammo limits, or regenerating ammo, or just leave them as is?
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Wyvern is 100% correct about the math.

Nanao-kun

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #326 on: February 17, 2015, 12:40:18 PM »

"the Martyr's exploding husk is hurled towards hostile vessels during this detonation sequence."

Oh god.
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Sabaton

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #327 on: February 17, 2015, 12:51:39 PM »

"the Martyr's exploding husk is hurled towards hostile vessels during this detonation sequence."

Oh god.

A ship sized projectile? Oh yes, this thing screams Templars from the top of its lungs. Im surprised it wasnt included earlier.

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Sproginator

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #328 on: February 17, 2015, 01:38:10 PM »

Soooo, No dice then?
Theres not really a way to do that. It would require all the assets of Templars, so basically the whole mod, short the campaign integration and missions.

That'd do. The whole mod then, just without that stuff :P
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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)

OOZ662

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #329 on: February 17, 2015, 02:08:49 PM »

Soooo, No dice then?
Theres not really a way to do that. It would require all the assets of Templars, so basically the whole mod, short the campaign integration and missions.

That'd do. The whole mod then, just without that stuff :P
The effort wouldn't be worth the "gain," unless you want to do it yourself. Otherwise just be patient for the updated version or go back to 65.1a if you're having horrible withdrawals.
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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.
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