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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626968 times)

Weltall

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #795 on: August 24, 2016, 02:38:40 PM »

I think Paladins and Archbishops because really scary when surrounded by smaller ships, especially fighters... then again, I always hate fighters and if there are fighter in battles, my first targets become the ones with flight decks... although I have to admit with Templar I avoid the Archbishop until it is totally alone..
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King Alfonzo

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #796 on: August 24, 2016, 04:49:18 PM »

You're saying the Templar capital is easy?
not really "easy", it's still a powerful ship. but easier than fighting two or three Paladins + several Crusaders, Jesuits and/or Martyrs + at least as many Teutons as you're still dealing with when finally engaging the Archbishop(s).

A hundred times this. Maybe it'd be a lot more scary if it's deployment cost was reduced slightly, so you are more likely to run into the Archbishop along with more smaller ships.

Weltall

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #797 on: August 24, 2016, 05:54:51 PM »

While we are having this talk... fighters are becoming part of the carrier and they can be infinitely reproduced. I am guessing Dark Revenant will add a large ammount of "fighter flux", so they will not be able to keep coming out in torrents, but the sure is that at least now Archbishop will always have the chance to have company, even after everything else is destroyed. Not that I think that eventually having a single fighter every so long will be too helpful towards Archbishop, but depending how many dicks Archbishop will have, I think balance of fighters is changing~
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Sy

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #798 on: August 25, 2016, 03:02:47 AM »

yeah. Heron's current two flight decks will become three fighter wings, so the same should probably apply to Archbishop as well. three Teuton wings with infinite reinforcements seems kinda crazy, but ultimately specific fighters are still not directly linked to specific carriers. so a Mora could use Teutons, and an Archbishop could use Talons.
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borgrel

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #799 on: August 25, 2016, 03:08:09 AM »

except that same as weapon flux, the archbishop will have a HUGE reinforcements pools
and templar fighter wings will cost a LOT for each reinforcement so that a mora will only get 1 or 2 reloads before the capacity is all used up
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Orikson

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #800 on: August 25, 2016, 08:48:15 PM »

It'll certainly be interesting on how the Archbishop wil change given the new reworked fighters and carriers.
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Sy

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #801 on: August 26, 2016, 08:29:24 AM »

except that same as weapon flux, the archbishop will have a HUGE reinforcements pools
and templar fighter wings will cost a LOT for each reinforcement so that a mora will only get 1 or 2 reloads before the capacity is all used up
if i understood Alex right: neither carriers' reinforcement "pool" nor fighter wings' reinforcement "cost" are different from ship to ship / wing to wing. it's possible to change these, but they aren't intended to be used as common balance tools.

maybe Templars could get away with unique stats regardless, since the whole faction is unique in many ways. but then there should likely be another special hullmod or something else that shows these traits.
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Kargen

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #802 on: August 27, 2016, 01:24:13 AM »

Hiya folks, I'm not sure if this is the correct place to post this but, I've been getting crash errors every time I face a Templar. I'm guessing it has something to do with shard weapons hitting the Templar Lattice shield? Any help to fix this would be appreciated  :D
Quote
467670 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/hullmods/TEM_LatticeShield
java.lang.NoClassDefFoundError: data/hullmods/TEM_LatticeShield
   at data.scripts.weapons.ShardOnHitEffect.onHit(ShardOnHitEffect.java:36)
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
   at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.String.super(Unknown Source)
   at com.fs.starfarer.combat.E.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.hullmods.TEM_LatticeShield
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 13 more
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MesoTroniK

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #803 on: August 27, 2016, 01:37:28 AM »

http://fractalsoftworks.com/forum/index.php?topic=8095.msg188890#msg188890

Replace the Templar's .jar with that hotfixed one.

Kargen

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #804 on: August 27, 2016, 05:00:06 AM »

http://fractalsoftworks.com/forum/index.php?topic=8095.msg188890#msg188890

Replace the Templar's .jar with that hotfixed one.
Thanks for directing me to that but unfortunately the link is not working. It's giving me an access denied page in html format. :(
Would you perhaps know of another link? Thank you very much  ;D
Quote
This XML file does not appear to have any style information associated with it. The document tree is shown below.
<Error>
<Code>AccessDenied</Code>
<Message>Access Denied</Message>
<RequestId>D3CC7D05E5C514A3</RequestId>
<HostId>
eEgjja1ChQ/GO6o+JqPyaazFxIgho7N0lWBOXf39P4Pb58gDT6gYOmu0RjHlfYbb7fsDYnTGFb8=
</HostId>
</Error>
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DownTheDrain

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #805 on: August 27, 2016, 05:59:26 AM »

Thanks for directing me to that but unfortunately the link is not working. It's giving me an access denied page in html format. :(
Would you perhaps know of another link? Thank you very much  ;D

Just go back to page 52 of this thread, second post from the bottom.
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Weltall

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #806 on: August 27, 2016, 07:33:15 AM »

Kargen, it seems that either it is a bitbucket bug or something like that. I am going to message you the jar, since I do not want to post a public link on her,e under Dark Revenant sees this.
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comp

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #807 on: August 27, 2016, 07:54:14 AM »

Kargen, it seems that either it is a bitbucket bug or something like that. I am going to message you the jar, since I do not want to post a public link on her,e under Dark Revenant sees this.
Can you send me the jar too? I'm having the same issues as Kargen.
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Weltall

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #808 on: August 27, 2016, 10:44:53 AM »

Can you send me the jar too? I'm having the same issues as Kargen.

By now bitbucket has fixed the issues they had, but just in case this is only for my side of the world, I will send you a message with it. Although I am sure this time the link will work for you if you try.
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comp

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Re: [0.7.2a] The Knights Templar 0.9.5h
« Reply #809 on: August 27, 2016, 12:29:34 PM »

By now bitbucket has fixed the issues they had, but just in case this is only for my side of the world, I will send you a message with it. Although I am sure this time the link will work for you if you try.

Thanks for helping out.
And yes, link is working again.
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