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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 627085 times)

Ranakastrasz

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #615 on: December 22, 2015, 01:38:10 PM »

I looked at the lattice shield script, and I have to ask, Does it malfunction if you damage control 10, meaning regeneration? Actually, since templar ships regenerate themselves, how is that handled?
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I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire

StarSchulz

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #616 on: December 22, 2015, 02:34:13 PM »

i think i have noticed sometimes i regenerate to 50%, and sometimes to 75%.

Dark.Revenant

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #617 on: December 22, 2015, 04:03:33 PM »

I looked at the lattice shield script, and I have to ask, Does it malfunction if you damage control 10, meaning regeneration? Actually, since templar ships regenerate themselves, how is that handled?
It makes the shield slightly stronger.  It's not by enough of a margin to actually cause a noticeable effect; hull regen per frame, if you include Damage Control 10 and the Templars' normal regeneration, is something like 1.5 per frame.  Even the weakest weapon will do far more than that in one frame.
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Ranakastrasz

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #618 on: December 22, 2015, 04:21:53 PM »

I looked at the lattice shield script, and I have to ask, Does it malfunction if you damage control 10, meaning regeneration? Actually, since templar ships regenerate themselves, how is that handled?
It makes the shield slightly stronger.  It's not by enough of a margin to actually cause a noticeable effect; hull regen per frame, if you include Damage Control 10 and the Templars' normal regeneration, is something like 1.5 per frame.  Even the weakest weapon will do far more than that in one frame.
Not what I meant. According to the code, from my understanding, it looks at the hull and armor values and compares it to what it was last tick. That could well be negative in the case of regeneration, which seems like it would break something.
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I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire

Dark.Revenant

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #619 on: December 22, 2015, 05:11:36 PM »

I looked at the lattice shield script, and I have to ask, Does it malfunction if you damage control 10, meaning regeneration? Actually, since templar ships regenerate themselves, how is that handled?
It makes the shield slightly stronger.  It's not by enough of a margin to actually cause a noticeable effect; hull regen per frame, if you include Damage Control 10 and the Templars' normal regeneration, is something like 1.5 per frame.  Even the weakest weapon will do far more than that in one frame.
Not what I meant. According to the code, from my understanding, it looks at the hull and armor values and compares it to what it was last tick. That could well be negative in the case of regeneration, which seems like it would break something.
There's a check to see that damage is > 0.
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Ranakastrasz

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #620 on: December 22, 2015, 06:59:11 PM »

Hmm. So, if damage is small enough magnitude that you are outrepairing it, then no impact is registered?
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I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire

Dark.Revenant

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Re: [0.7.1a] The Knights Templar v0.9.5b
« Reply #621 on: December 22, 2015, 08:39:53 PM »

Correct, though the damage would have to be literally 1 or 2 hull damage.
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Dark.Revenant

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[0.7.1a] The Knights Templar 0.9.5c
« Reply #622 on: December 22, 2015, 09:40:38 PM »

Yet another general update.  Solves various problems people have been having.


Download The Knights Templar 0.9.5c
Download Mirror
(Requires LazyLib 2.1)
(Requires ShaderLib Beta 1.1.2) (Updated!)
(Supported by Starsector+ 3.1.0) (Updated!)
(Supported by Nexerelin 0.7)

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 0.9.5c (December 22, 2015)
- Reduced burn speeds across the board
- Updated Crusade characteristics
- Crusades aren't as common
- Improved attack fleet target selection
- Adjusted fleet composition
- Improved Priwen Burst system indicator
- Templar fleets no longer find it amusing when the player's transponder is off
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StarSchulz

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #623 on: December 22, 2015, 10:03:46 PM »

would a holy hand grenade Templar bomber wing be too much to ask?  ::)

Gezzaman

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #624 on: December 23, 2015, 02:53:14 AM »

would a holy hand grenade Templar bomber wing be too much to ask?  ::)

because Teuton Wing doesnt shoot enough clarents? ><!
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Blaze

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #625 on: December 23, 2015, 03:56:29 AM »

Sounds like an idea for a mod-hull.
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StarSchulz

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #626 on: December 23, 2015, 10:33:52 AM »

would a holy hand grenade Templar bomber wing be too much to ask?  ::)

because Teuton Wing doesnt shoot enough clarents? ><!

Well it would only have the grenade and some point defense. i think the bomb would detonate on a delay, three seconds sounds good. i think four would be just too much.  ;)

Weltall

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #627 on: December 23, 2015, 11:14:45 AM »

Well it would only have the grenade and some point defense.

I suggest, instead of point defense it will only have Holy Hand Grenades and have a couple of kamikaze fighters. The fighters will have the codename "Super Sheep".
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Ignorance is bliss..

Gezzaman

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #628 on: December 23, 2015, 12:56:26 PM »

would a holy hand grenade Templar bomber wing be too much to ask?  ::)

because Teuton Wing doesnt shoot enough clarents? ><!

Well it would only have the grenade and some point defense. i think the bomb would detonate on a delay, three seconds sounds good. i think four would be just too much.  ;)

 I'm Getting a strong Worms reference here HAHAHA
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Ryu116

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Re: [0.7.1a] The Knights Templar 0.9.5c
« Reply #629 on: December 23, 2015, 03:06:21 PM »

would a holy hand grenade Templar bomber wing be too much to ask?  ::)

How about unguided torpedo (or guided version) with holy grenade warhead? Holy grenade torpedo would only have one ammo and after hitting target, holy grenade torpedo would take 3 seconds to explode that would shake whole map.  Holy torpedo would be only available to player for over million credit (As stated) or higher price, so it would be so difficult to obtain.  HGT (short for Holy Grenade Torpedo) also have very strict requirement when meeting certain conditions, in order to be worthy of receiving from the highest order of Templar.

Just an idea for humor feature in this epic mod.

:)
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