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News: New blog post: Population Growth (11/19/17); Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] The Knights Templar 0.9.8e  (Read 260430 times)
AxleMC131
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« Reply #945 on: September 30, 2017, 03:00:00 PM »

... Also, using saboteurs can help with that. It's costly but not impossible.

I thought the Templars couldn't be infiltrated? As in, you can't use saboteurs or agents against them.
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
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canned Tomatoes
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« Reply #946 on: September 30, 2017, 04:50:26 PM »

... Also, using saboteurs can help with that. It's costly but not impossible.

I thought the Templars couldn't be infiltrated? As in, you can't use saboteurs or agents against them.
Oh. I usually just got five fleets or so to deal with everything, including the invasion.
Cash isn't of that much importance in the endgame and I usually forget about saboteurs at that point.
That could have been useful in the earlier stages of the game though. My bad.
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Dark.Revenant
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« Reply #947 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 » Logged

00lewnor
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« Reply #948 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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« Reply #949 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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« Reply #950 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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I like Mah glass cannon ships :)


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« Reply #951 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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