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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626951 times)

StarSchulz

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #630 on: December 23, 2015, 04:40:07 PM »

So far in the current game every crusade has ended with zero casualties on each side, not sure what is going on.

Weltall

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #631 on: December 23, 2015, 04:57:16 PM »

So far in the current game every crusade has ended with zero casualties on each side, not sure what is going on.

It turned from a bloodthirsty crusade to a bloodless one. The pope goes forth and turned the enemy to Catholics and the war has not casualties. That and some footage of what a single Paladin can do, must be quite the good reason to surrender XD
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Dark.Revenant

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #632 on: December 23, 2015, 05:24:13 PM »

Yeah, the transponder AI "fix" broke crusades.  I'm unsure as to what I can do at this point.  They're pretty much *** either way.
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StarSchulz

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #633 on: December 23, 2015, 07:39:02 PM »

x.x

Dark.Revenant

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[0.7.1a] The Knights Templar 0.9.5d
« Reply #634 on: December 23, 2015, 11:40:56 PM »

A try at fixing Crusades.


Download The Knights Templar 0.9.5d
Download Mirror
(Requires LazyLib 2.1)
(Requires ShaderLib Beta 1.1.2)
(Supported by Starsector+ 3.1.1) (Updated!)
(Supported by Nexerelin 0.7)

We also recommend Version Checker 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 0.9.5d
- Crusades fixed
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StarSchulz

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #635 on: December 24, 2015, 12:42:25 AM »

Haven't had a crusade just yet, but you might want to check up on the details of the chance at finding a Teuton wing in a black market. so far i have three, one of them was bought from prism freeport though. just a strange observation as i have never found one before, ever.

Can confirm crusades are working.


can also confirm giving templars the gift of triple clarent spam is truly the most enjoyable thing i have ever felt.
« Last Edit: December 24, 2015, 01:19:57 AM by StarSchulz »
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Dark.Revenant

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #636 on: December 24, 2015, 01:23:09 AM »

Haven't had a crusade just yet, but you might want to check up on the details of the chance at finding a Teuton wing in a black market. so far i have three, one of them was bought from prism freeport though. just a strange observation as i have never found one before, ever.

Can confirm crusades are working.


can also confirm giving templars the gift of triple clarent spam is truly the most enjoyable thing i have ever felt.

Yep, they can on occasion show up on the black market.  Consider yourself lucky - and beware of costs - Teutons ain't cheap.
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StarSchulz

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #637 on: December 24, 2015, 01:35:03 AM »

I spent the money on teuton wings instead of a battlecruiser. the feeling of watching clarents chase after fleeing templar just makes all of those times when they did that to me worth it  ;D

Taverius

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #638 on: December 24, 2015, 03:47:24 AM »

Whoa dude, dec 24 updates. Go have a nice relaxing holiday, you deserve it :)
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No faction is truly established without a themed Buffalo (TAG) variant.

Weltall

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #639 on: December 24, 2015, 05:08:52 AM »

Agreed. Santa is coming to town soon! You better relax and wait for him XD
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KopiG

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #640 on: December 24, 2015, 11:35:37 AM »

Okay guys you HAVE TO try this. One Cathedral Flagship with 20 Teuton Smiter Wing. Absolutely insane. Cathedral mounted with 8 Clarent MRM Tubes + Rhon Lasers for point defense. It is NUTS. Flying missiles of apocalypse. Nothing gets close. Tho I think this might fail vs the Templars themselves because of the insane ampount of point defense they have. Works tho vs every other major faction no matter fleet size. Really does matter if its 10 ships or 100.
« Last Edit: December 24, 2015, 11:42:24 AM by KopiG »
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Weltall

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #641 on: December 24, 2015, 03:44:22 PM »

Tho I think this might fail vs the Templars themselves because of the insane ampount of point defense they have.

Indeed it might fail, but like StarSchulz said, the best weapons against the Templar are their own weapons. Who knows.. maybe they will regret sharing their weapons with anyone by their own faction members XD
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Snrasha

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #642 on: December 24, 2015, 04:10:10 PM »

I have better, Weltall, if templar fleet attack you, for each frigate , you take 3 enforcers SO, if destroyer, you take 6, if cruiser, you take 9 enforcers SO, if capitalship,  give 3 nuke(One nuke is not enough).
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I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Megas

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #643 on: December 24, 2015, 04:23:18 PM »

Okay guys you HAVE TO try this. One Cathedral Flagship with 20 Teuton Smiter Wing. Absolutely insane. Cathedral mounted with 8 Clarent MRM Tubes + Rhon Lasers for point defense. It is NUTS. Flying missiles of apocalypse. Nothing gets close. Tho I think this might fail vs the Templars themselves because of the insane ampount of point defense they have. Works tho vs every other major faction no matter fleet size. Really does matter if its 10 ships or 100.
It was even better when Smiters had three instead of two fighters.  Smiters did all of the work while carriers (did not matter what they were, Condor and Gemini were good enough) hid away.  Only weakness was the supplies the hungry Smiters ate.
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KopiG

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Re: [0.7.1a] The Knights Templar 0.9.5d
« Reply #644 on: December 24, 2015, 05:48:37 PM »

I must say tho that even with all these faction mods and SS+ the best Energy weapon is still the Autopulse Laser. That burst dmg is just insane. Nothing compares.
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