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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 627070 times)

Cycerin

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Re: [0.65.1a] The Knights Templar v0.9.3g
« Reply #330 on: February 17, 2015, 02:26:53 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.



We basically came up with it out of the blue earlier this week.
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Dark.Revenant

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[0.65.2a] The Knights Templar v0.9.4
« Reply #331 on: February 17, 2015, 07:23:03 PM »

Added a ship and a weapon, at long last.


Download The Knights Templar 0.9.4
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.04) (Updated!)
(Supported by Starsector+ 2.6.1) (Updated!)

We also recommend Version Checker 1.4b 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 0.9.4
- Updated for Starsector 0.65.2a
- Martyr-class Illuminator added
- Pax Cannon added
- Weapon rebalance pass
- Memory leaks resolved
- Clarent/ROLAND AI and flight profile changed
- Reputation loss from trading with the Ludd decreased
- Luddic Church Purification fleets now have escorts, improved AI
- Crusades improved in general, reputation increases normalized
- No longer illegal to sell your own stuff to Ascalon; no longer illegal to buy back non-Templar weapons
- Fighters are a lot less common in small Templar fleets
- Hard flux dissipation rate adjusted
- Defense fleet AI is a lot more zealous[/center]
« Last Edit: February 17, 2015, 10:29:19 PM by Dark.Revenant »
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Nanao-kun

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #332 on: February 17, 2015, 07:36:47 PM »

The link seems to be for 0.9.3g.

EDIT: The mirror link has the correct file though.
« Last Edit: February 17, 2015, 07:39:01 PM by Nanao-kun »
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Dark.Revenant

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #333 on: February 17, 2015, 07:43:06 PM »

Fixd.
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EI

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Re: Sacrifice
« Reply #334 on: February 17, 2015, 08:59:25 PM »

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.


This ship is telling me to compare my Chimlies to kill them. o-o
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Sproginator

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #335 on: February 18, 2015, 10:49:10 AM »

Added a ship and a weapon, at long last.


Download The Knights Templar 0.9.4
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.04) (Updated!)
(Supported by Starsector+ 2.6.1) (Updated!)

We also recommend Version Checker 1.4b 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 0.9.4
- Updated for Starsector 0.65.2a
- Martyr-class Illuminator added
- Pax Cannon added
- Weapon rebalance pass
- Memory leaks resolved
- Clarent/ROLAND AI and flight profile changed
- Reputation loss from trading with the Ludd decreased
- Luddic Church Purification fleets now have escorts, improved AI
- Crusades improved in general, reputation increases normalized
- No longer illegal to sell your own stuff to Ascalon; no longer illegal to buy back non-Templar weapons
- Fighters are a lot less common in small Templar fleets
- Hard flux dissipation rate adjusted
- Defense fleet AI is a lot more zealous[/center]


AHHHHHHHHHHHHHHHHH

*Cough*

I mean, good job, yay.....
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orost

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #336 on: February 19, 2015, 10:31:27 AM »

I just got killed by firing a Clarent at a Jesuit, which bounced it away with a Burst, sending it at a Crusader, which bounced it again, right into my ship. I don't know if that's something the AI is coded to try, or if it was a complete fluke, but either way congratulations on making something that amazing possible.
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ahrenjb

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #337 on: February 19, 2015, 01:40:40 PM »

I just got killed by firing a Clarent at a Jesuit, which bounced it away with a Burst, sending it at a Crusader, which bounced it again, right into my ship. I don't know if that's something the AI is coded to try, or if it was a complete fluke, but either way congratulations on making something that amazing possible.

I've had a lot of unintentional incidents happen with Clarents, they're a ton of fun that way.

In one instance, some fighters launched Clarents at me from a ways off while I was fighting a Jesuit in a BRDY frigate. I dodged them just in time to see them slingshot around me, burn their engines out, and slam right into the Jesuit I was fighting for the killing blow. Had a good laugh at that, until I was on the receiving end some time later.

A pair of Clarents I launched at another ship did the same thing, orbited then slingshotted off when the engines burned out, throwing them right back into my own ship for an overload.
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Cycerin

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #338 on: February 19, 2015, 02:10:00 PM »

In one instance, some fighters launched Clarents at me from a ways off while I was fighting a Jesuit in a BRDY frigate. I dodged them just in time to see them slingshot around me, burn their engines out, and slam right into the Jesuit I was fighting for the killing blow. Had a good laugh at that, until I was on the receiving end some time later.

Stuff like this is why I wish I was just recording all the time as I play. It doesn't happen often, but when it does... oh, the unborn gifs that could have been.
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Midnight Kitsune

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #339 on: February 19, 2015, 03:00:22 PM »

In one instance, some fighters launched Clarents at me from a ways off while I was fighting a Jesuit in a BRDY frigate. I dodged them just in time to see them slingshot around me, burn their engines out, and slam right into the Jesuit I was fighting for the killing blow. Had a good laugh at that, until I was on the receiving end some time later.

Stuff like this is why I wish I was just recording all the time as I play. It doesn't happen often, but when it does... oh, the unborn gifs that could have been.
I've done this with the enemies' hammerclaw missile a few times myself
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Deathfly

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #340 on: February 19, 2015, 09:18:43 PM »

Well, I just found that I can replicat Pax Cannon in omnifactory.
Haven't check the Martyr but i think it needs to be check too.
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Aklyon

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #341 on: February 20, 2015, 06:08:13 AM »

Well, I just found that I can replicat Pax Cannon in omnifactory.
Haven't check the Martyr but i think it needs to be check too.
Isn't one of the omnifactory config options ignore restricted parts, though?
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Deathfly

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Re: [0.65.2a] The Knights Templar v0.9.4
« Reply #342 on: February 20, 2015, 07:01:23 AM »

Well, I just found that I can replicat Pax Cannon in omnifactory.
Haven't check the Martyr but i think it needs to be check too.
Isn't one of the omnifactory config options ignore restricted parts, though?

noop, and I checked Templars\data\config\omnifactory\restricted_weapons.csv and restricted_ships.csv then I found why...
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Dark.Revenant

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[0.65.2a] The Knights Templar v0.9.4b
« Reply #343 on: March 07, 2015, 11:17:58 PM »

Some balance stuff, also Exerelin.


Download The Knights Templar 0.9.4b
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.05) (Updated!)
(Supported by Starsector+ 2.6.7) (Updated!)
(Supported by Nexerelin 0.2.2) (New!)

We also recommend Version Checker 1.4b 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 0.9.4b
- A few minor fixes
- Rendering issue on custom graphics resolved
- Exerelin compatibility
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garfu

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Re: [0.65.2a] The Knights Templar v0.9.4b
« Reply #344 on: March 14, 2015, 02:34:30 PM »

Re: Nexelerin integration:

It seems like I can't take over Templar stations/planets, is this a bug or???

I have the latest version of all mods and am able to take over/invade all other planets/stations that I'm hostile to.
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