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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626873 times)

Dark.Revenant

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[0.8.1a] The Knights Templar 0.9.8d
« Reply #945 on: October 01, 2017, 10:36:51 PM »

Pretty new effects!  Breaks saves.  Click the reduced-qualify gifs below for bigger, smoother versions.







Download The Knights Templar 0.9.8d
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.0 (Updated!) -
- Supported by Nexerelin 0.8.2d (Updated!) -

We also recommend Version Checker to notify you when an update is ready.

Edit TEMPLAR_OPTIONS.ini to enable or disable Knights Templar features, such as the demanding custom shader effects!

Having problems?  Visit the Mod Troubleshooting Guide!


Change Log
Version 0.9.8d
- Made Teutons significantly faster and tougher
- Various new projectile and impact effects
- Pax and Sentenia require more flux to fire
- Crucifix/Trucidare no longer requires ammo, but has a significantly higher flux cost
- Minor fixes
« Last Edit: October 03, 2017, 11:03:17 AM by Dark.Revenant »
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00lewnor

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Re: [0.8.1a] The Knights Templar 0.9.8d
« Reply #946 on: October 02, 2017, 09:53:17 AM »

Will disabling GraphicsLib ("enableShaders":false) disable the new Templar effects or do you need to disable both separately if your computer can't handle the aforementioned demanding custom shader effects?
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Dark.Revenant

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Re: [0.8.1a] The Knights Templar 0.9.8d
« Reply #947 on: October 02, 2017, 11:57:52 AM »

They're basic sprites, not shader-based.
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Dark.Revenant

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[0.8.1a] The Knights Templar 0.9.8e
« Reply #948 on: October 04, 2017, 12:17:24 AM »

Fixed the archive and improved Schism Drive AI for retreat scenarios.


Download The Knights Templar 0.9.8e
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.0 -
- Supported by Nexerelin 0.8.2d -

We also recommend Version Checker to notify you when an update is ready.

Edit TEMPLAR_OPTIONS.ini to enable or disable Knights Templar features, such as the demanding custom shader effects!

Having problems?  Visit the Mod Troubleshooting Guide!


Change Log
Version 0.9.8e
- AI improvements
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NITROtbomb

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #949 on: November 15, 2017, 07:54:06 PM »

Gotta say, Love the strength of the Templars.
Still gives my strong fleep a reason to run away!
So yeah thanks again for a super cool "endgame" enemy
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DrakonST

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #950 on: February 01, 2018, 05:00:54 PM »

Dark.Revenant, can you realize the idea of your mod user?

I have the idea as it is possible to make yours mod even more interestingly(perhaps not). But I will need to write and translate a lot of text and I don't know your opinion about the third-party ideas. Whether it makes sense to me to voice the idea?
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fireflambe

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #951 on: February 11, 2018, 11:11:39 AM »

Just started playing with this mod again, did something change? It seems like right click doesn't trigger priwen burst anymore, even though the enemy AI still uses it. My AI can't seem to use it either. Does it get disabled on captured ships now or something? I don't see it in the change log
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Snrasha

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #952 on: February 11, 2018, 11:24:06 AM »

Just started playing with this mod again, did something change? It seems like right click doesn't trigger priwen burst anymore, even though the enemy AI still uses it. My AI can't seem to use it either. Does it get disabled on captured ships now or something? I don't see it in the change log

If your templar ship have D-mod, he lost the Priwen burst.
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Sy

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #953 on: February 11, 2018, 05:31:09 PM »

Just started playing with this mod again, did something change? It seems like right click doesn't trigger priwen burst anymore, even though the enemy AI still uses it. My AI can't seem to use it either. Does it get disabled on captured ships now or something? I don't see it in the change log
If your templar ship have D-mod, he lost the Priwen burst.
it's displayed in the tooltip of the built-in Templar hullmods. as Snrasha says, having any d-mod on a Templar ship disables Priwen Burst, and also gives huge penalties on shield effectiveness.

so you usually want to use Templar ships only if you have the money to restore them fully, or when you really need more ships badly. they are a lot weaker and die a lot easier with these two penalties, in addition to whatever penalties the d-mods themselves add.

i think this is mainly to (partially) offset the fact that you'll have a lot more chances to recover Templar ships now than you did pre-0.8, especially if you also have the industry skill that increases the chance. you get more Templar ships, but you'll have to spend a lot of money to make them as powerful as those of your enemies.
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FreedomFighter

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #954 on: February 12, 2018, 02:06:33 AM »

How long for each Crusade cycle to happen? I don't want to be on their purge list so i figure to helping them out  ;)
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DrakonST

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #955 on: February 18, 2018, 07:30:10 AM »

It is necessary to remove HP regeneration on templars ships. This doesn't help AI, but makes the player TOO strong. Why?
Spoiler
[close]
But because one destroyer shouldn't kill the station. Even if he is a Templar, it too overpowered.

I just flew to station and kill her, after this i retreat from fight, the only thing that all hasn't allowed me to kill all enemy is combat readiness.
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Flying_Whale

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #956 on: February 18, 2018, 11:45:35 AM »

Damn it! Stop asking to nerf the templars! Leave at least 1 truly boss-faction!
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Nikopol

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #957 on: February 18, 2018, 12:36:14 PM »

Agreed. Templars are my late enemy when almost everyone is dead. They ARE already nerfed a lot. I still have the previous version, where encountering them is a pure horror. I was thinking lately to switch back to that version. It is simply better.
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Sy

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #958 on: February 19, 2018, 09:25:23 AM »

you can very easily buff their stats by editing the ship_data.csv file. hull points, armor, flux stats, speed, maneuverability, etc all work well for this, without having to mess with any mechanics or scripts.

that's what i did (along with increasing costs as well), because i agree they're overall not as powerful anymore as i like them to be. but if hull regen specifically is something that can be kinda exploited, maybe it really should be removed. it's not like that's the only thing that can make Templar ships powerful. ^^
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Flying_Whale

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Re: [0.8.1a] The Knights Templar 0.9.8e
« Reply #959 on: February 22, 2018, 12:15:23 PM »

The templars MUST be VERY powerfull. They MUST be a true horror. In that case any player will have a goal - to gain enough strength to beat them. That makes people WANT to play Starsector more. This faction does not just have overtuned configs - they absolutely deserve their status: sound and visual effects, shield mechanics, the entire philosophy is SPECIAL.

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