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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 627037 times)

Dark.Revenant

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Carriers of the Papacy
« Reply #60 on: August 16, 2014, 09:05:47 PM »

If you find this in the field, run.




Archbishop-class Negator

The rarely-seen Archbishop-class is a capital-grade battle carrier typically used by The Knights Templar as a mid-fleet supporting anchor. Boasting an effective mix of firepower, reactor output, and durability, this ship is a terror on the battlefield and a crucial part of the largest Templar fleets. Beware the Archbishop's Interdictor Drones which can lock a ship in place with little hope of escape.

Invaluable for its triad of flight decks, the Archbishop-class negator is the cornerstone of the overall Templar navy for its tremendous supporting power. The ship features three Carnwennan Hex-Beams, two Carnwennan Penta-Beams, nine small weapon slots, and four medium weapon slots arranged in the cardinal directions for optimal firepower coverage. Despite being a carrier, the Archbishop-class is a match for any Domain battleship.

While a powerful ship in its own right, the Archbishop-class is tremendously effective when leading a vanguard of smaller ships. Not only is the Archbishop-class the primary carrier used by The Knights Templar, it also boasts Interdictor Drones. It is advised to avoid being caught by a web of Interdictor Drones at all costs, as it usually spells certain doom due to the Drones' ability to halt ship movement. While the Archbishop itself does not gain a large benefit from doing this, nearby flanking attackers are able to exploit the affected ships' immobility for devastating effect. There are no known tactics to effectively counteract the Archbishop's advantage over commonly-used Domain technology; if you find a method to consistently defeat this ship classification, please contact the Hegemony War Council immediately and collect your reward of 1.2 million credits (as per the current standing bounty).
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Lcu

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Re: [WIP] The Knights Templar (Video!)
« Reply #61 on: August 16, 2014, 11:40:17 PM »

Oh so this is The Knight's Templar everyone is talking about, nice presentation! *thumbs up*
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Midnight Kitsune

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Re: [WIP] The Knights Templar (Video!)
« Reply #62 on: August 17, 2014, 05:28:09 AM »

is this the last ship or is there one more?
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ValkyriaL

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Re: [WIP] The Knights Templar (Video!)
« Reply #63 on: August 17, 2014, 05:33:44 AM »

There are more. ::) still missing the battleship and the dreadnought and possible fighter wings.
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Cycerin

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Re: [WIP] The Knights Templar (Video!)
« Reply #64 on: August 17, 2014, 06:48:35 AM »

The only remaining Templar ship is the dreadnought, which is likely to be left out of the first release.
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Midnight Kitsune

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Re: [WIP] The Knights Templar (Video!)
« Reply #65 on: August 18, 2014, 06:53:44 AM »

...the dreadnought, which is likely to be left out of the first release.
NOOOOOOOOOOOOOOOOO!!!
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Dark.Revenant

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Missiles!
« Reply #66 on: August 30, 2014, 04:08:05 PM »

The Templar missile barrages are short but deadly.




Clarent MRM

This launching assembly can fire two Clarent MRMs, which are devastating anti-warship missiles with unmatched propulsion and guidance systems.

The housing assembly used by the Templars' vaunted Clarent MRM launcher is nearly as complicated as the missile itself. Indeed, it is durable enough to withstand the intensely powerful backthrust generated when the missile is launched, it is heavy enough to reliably fire the missile in exactly the desired direction, and it is sophisticated enough to contain the Clarent's deadly radioactive emissions. The Clarent uses an exotic thermonuclear warhead - possibly an antimatter charge - to great effect. Unfortunately, attempts to reverse-engineer the warhead (or even tamper with it in any capacity) remain unsuccessful due to the missile's numerous failsafe mechanisms.


Clarent MRM (Single)

This launching assembly can fire a single Clarent MRM, a devastating anti-warship missile with unmatched propulsion and guidance systems.

Clarent MRM Tube

This tubular launcher fires up to six Clarent MRMs, which are devastating anti-warship missiles with unmatched propulsion and guidance systems.

ROLAND System

Capable of deploying quadruplet packages of Clarent MRMs, the ROLAND System is widely feared for its overwhelming long-distance power.

A working ROLAND System has only been recovered once; while the owner was unwilling to surrender the weapon, he did divulge the inscription etched into its housing assembly: "Revel in Our Lord's Ascension to Neverending Dominion". Very little is known about how this weapon works. Its devastating effects on the battlefield are, however, well-documented.

Captains are advised to not engage The Knights Templar; evading a ROLAND assault is essentially impossible, no matter how swift the craft. If conflict is inescapable, captains are instead advised to divert maximum power to shields during ROLAND barrages, as each Clarent housed within fields the power of a high-grade torpedo.
« Last Edit: August 30, 2014, 05:12:54 PM by Dark.Revenant »
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Dark.Revenant

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The Ultimate Knight's Sword
« Reply #67 on: August 30, 2014, 07:35:28 PM »

One last thing...




Arondight Accelerator

The king of all kinetic weapons, this weapon can drive a massive rail through the hull of any ship, ravaging its reactor and systems in the process.

Few have survived to tell of the Arondight Accelerator, which is no doubt the most devastating weapon employed by The Knights Templar. Only one of these weapons has been recovered intact, so nothing is known about its inner workings. The sheer might of this weapon suggests that its design far exceeds anything the Domain of Man ever dreamed of.

The Arondight Accelerator is best defended against using powerful shields; the high-velocity projectile will propel the target backwards but otherwise collapses before piercing through. However, captains are cautioned that blocking an Arondight rail generates an extremely large amount of flux and can easily result in overload. An Arondight rail delivers ruinous damage to an unshielded ship, knocking out a wide swath of weapons and engines, crushing multiple decks, and flooding the reactor with flux (often resulting in an overload). Hegemony High Command advises commanders to immediately retreat when this weapon is sighted amongst a Templar fleet.
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Cycerin

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Re: [WIP] The Knights Templar (Video!)
« Reply #68 on: August 30, 2014, 08:15:06 PM »

Can't wait to have everyone check out all this content, releasing the mod with a near-final level of polish was our goal all along and I can confidently say we've met it.
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ValkyriaL

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Re: [WIP] The Knights Templar (Video!)
« Reply #69 on: August 30, 2014, 08:32:09 PM »

Lets hope they beat the Royal Armada in terms of difficulty. and i think they do from what i've seen. :P
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Midnight Kitsune

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Re: [WIP] The Knights Templar (Video!)
« Reply #70 on: August 30, 2014, 11:12:00 PM »

Lets hope they beat the Royal Armada in terms of difficulty. and i think they do from what i've seen. :P
I think the R.A. is gonna be downgraded to "mid boss" levels
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Dark.Revenant

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[0.6.2a] The Knights Templar v0.9
« Reply #71 on: August 31, 2014, 12:08:23 AM »


Download The Knights Templar 0.9
Download Mirror
(Requires LazyLib 1.9b) (Updated!)
(Requires ShaderLib Alpha v1.7) (Updated!)
(Requires Starsector+ 1.10 (Updated!) or soon to be included in Uomoz's Sector 1.4 Dev)

The Knights Templar arrived in the Sector several decades ago, startling the Sector with a display of technology never before seen.  Far above and beyond the level of manmade technology, the ships and weapons that The Knights Templar wielded into battle are thought to be alien in origin, adapted by them for human use.  How this deadly group acquired this technology is a mystery that remains unsolved.

What is known, however, is that The Knights Templar are bent on the destruction of all traces of the Domain of Man in a self-proclaimed "Crusade against depravity", believing that the "crude and ungodly" technology and governance we use and enjoy are heathenish.  Furthermore, they appear to be campaigning for galactic domination, as they claim to have a ship capable of bridging the divide between lost sectors. Such claims are clearly the ravings of madmen; The Knights Templar are demonstrably an extremely unstable sort, willing to hunt down any perceived threat at no regard to their own well being.

Captains are advised to stay clear of The Knights Templar at all times.


This mod contains 4 ships, 1 fighter wing (+3 variations), 14 weapons (+2 built-ins), 6 ship systems, 2 built-in hull mods, and 4 missions.  This mod is fully integrated with ShaderLib and has material maps, normal maps, and surface maps for all sprites.  This mod also contains campaign integration for Starsector+ and is Exerelin-compatible.  The Knights Templar do not have vanilla campaign integration; you must use Starsector+ or Exerelin or play Uomoz's Sector to use them in the campaign.


Gameplay
  • Very powerful and versatile
  • High hull strength, heavy armor, powerful passive shields
  • Very expensive and difficult to capture; less effective when not used by Templars
  • Extremely powerful, high-flux, high-OP weapons
  • Slow, below-average maneuverability, but often have mobility ship systems
  • Excellent turret coverage
  • Extremely dangerous at high flux levels; Priwen Burst is a devastating AoE system based on flux level
  • Vulnerable during short windows of opportunity (such as after a Priwen Burst)


Credits
Development, Scripting: Dark.Revenant
Artwork, Sound Effects: Cycerin
Design, Lore: Dark.Revenant and Cycerin
Backgrounds: Tartiflette


Change Log
Version 0.9 (August 31, 2014):
- Initial release
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Cycerin

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Re: [0.6.2a] The Knights Templar v0.9
« Reply #72 on: August 31, 2014, 03:42:53 AM »

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mendonca

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Re: [0.6.2a] The Knights Templar v0.9
« Reply #73 on: August 31, 2014, 04:10:14 AM »

Managed to get a quick go with the Paladin.

Yeah. Heh. It's quite good.  :o
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ValkyriaL

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Re: [0.6.2a] The Knights Templar v0.9
« Reply #74 on: August 31, 2014, 05:34:09 AM »

Oh man, my faction feels so extremely overpowered right now, they fight on even terms with these guys if they have equal deployment points on the board. my medium carrier for example will beat the templar frigate by itself, with only a 3 DP difference. I think my factions huge focus on point defence is a contributing factor, nothing the templars fire at them that even resembles a missile gets even remotely close. :-\

Have to say, a Paragon with templar weapons...that is scary...
« Last Edit: August 31, 2014, 06:01:34 AM by ValkyriaL »
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