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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 627088 times)

Dark.Revenant

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[0.7.1a] The Knights Templar 0.9.5e
« Reply #690 on: January 30, 2016, 06:00:34 PM »

New music!  Balance changes!

Also, Priwen Burst and Almace Burst are now completely scripted and don't suffer from phase mechanics glitches.


Download The Knights Templar 0.9.5e
Download Mirror
(Requires LazyLib 2.1)
(Requires ShaderLib Beta 1.1.2)
(Supported by Starsector+ 3.2.0) (Updated!)
(Supported by Nexerelin 0.7.2) (Updated!)

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 0.9.5e
- Priwen Burst and Almace Burst are now 100% scripted, and has no phase-related side-effects
- Added market music
- Templars now require a commission for buying stuff
- Lattice Shield generally buffed for capital ships
- Interdictor Beam range increased to 800 from 500
- Clarents and ROLAND now have large flux costs
- Clarent and ROLAND stats adjusted across the board
« Last Edit: January 30, 2016, 06:46:34 PM by Dark.Revenant »
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Ahne

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #691 on: January 30, 2016, 06:07:32 PM »

great!
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KopiG

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #692 on: January 31, 2016, 11:39:35 AM »

Hello Dark Revenant,

I started a Nexerelin playthrough using Dark Templars as my starter faction. How can I start earning credits? Dark Templars dont seem to post any assasination bounties apart from what the starting station offered which is not very much.

Thank you.
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DrakonST

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #693 on: January 31, 2016, 11:44:50 AM »

Hello Dark Revenant,

I started a Nexerelin playthrough using Dark Templars as my starter faction. How can I start earning credits? Dark Templars dont seem to post any assasination bounties apart from what the starting station offered which is not very much.

Thank you.

Use prisoners, each of them can be sold for 5 000 - 30 000. Cost depends on your level.
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Nanao-kun

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #694 on: January 31, 2016, 12:07:58 PM »

Hello Dark Revenant,

I started a Nexerelin playthrough using Dark Templars as my starter faction. How can I start earning credits? Dark Templars dont seem to post any assasination bounties apart from what the starting station offered which is not very much.

Thank you.

Dark what?
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grinningsphinx

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #695 on: January 31, 2016, 12:26:41 PM »

Hello Dark Revenant,

I started a Nexerelin playthrough using Dark Templars as my starter faction. How can I start earning credits? Dark Templars dont seem to post any assasination bounties apart from what the starting station offered which is not very much.

Thank you.

Dark what?

Space Marines.
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KopiG

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #696 on: January 31, 2016, 12:48:27 PM »

Yeah okay I mixed the author's name into the faction :P My bad :D . So I am not really sure I would like to trade. I assume prisoners are a commodity for the Knight Templars. So I would need to trade?
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DrakonST

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #697 on: January 31, 2016, 01:08:27 PM »

Yeah okay I mixed the author's name into the faction :P My bad :D . So I am not really sure I would like to trade. I assume prisoners are a commodity for the Knight Templars. So I would need to trade?
So that's that: To be docked to the station/planet - "Special functions" - "Prisoners action" - "collect rassom" or "Sell of slave"(x2 bonus of money and -2 reputations for all fractions in system).
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Very Good

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #698 on: February 12, 2016, 02:11:51 PM »

It's normal to see non templar faction have templar ship sometime?
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Ceebees

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #699 on: February 12, 2016, 02:23:34 PM »

With SS+, apparently yes. Just like you can capture Templar weapons and hulls with significant effort, so can AI factions, it seems.
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Very Good

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #700 on: February 12, 2016, 03:00:56 PM »

Ah?It's not just difficulty scaling or a bug?Because i am level 44 and now everyone have jesuit/matyr.
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HELMUT

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #701 on: February 12, 2016, 03:34:12 PM »

When you say everyone, do you mean like, every single fleet you meet? Because that would be indeed an issue. It happens to see some factions, even pirates, with an occasional looted Templar ship but it's still fairly uncommon.
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Very Good

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #702 on: February 12, 2016, 04:19:53 PM »

Imperium fleet,ASP syndicate and tri-trachyon all had matyr/jesuit in them(+the normal ship).Bah,maybe this was random,but i have no idea templar fleet would go so far-and die to fleet weak like that-they did not launch any Crusade against them.
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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #703 on: February 18, 2016, 01:07:11 PM »

The Pope archibishop explode all the time when i kill it,it's not a playable ship?
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NightKev

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Re: [0.7.1a] The Knights Templar 0.9.5e
« Reply #704 on: February 20, 2016, 01:13:36 AM »

The Jesuit-class ship needs to learn not to use its ship system through allied ships.
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