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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626935 times)

Dark.Revenant

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[0.7.2a] The Knights Templar 0.9.7
« Reply #855 on: April 07, 2017, 01:15:18 AM »

New stuff!



Download The Knights Templar 0.9.7
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.4 (Updated!))

- Supported by DynaSector 1.0.8 (Updated!) -
- Supported by Nexerelin 0.7.7 (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 0.9.7
- Added Chevalier-class Avenger
- Added Lancelot Lance built-in for the Chevalier
- Added Crucifix MRM
- Added Crucifix MRM Array
- Added Trucidare LRM
- Teuton fighters now have a Crucifix MRM Mini launcher instead of a Clarent launcher
- Increased Archbishop armor to 1200 from 1000
- Tweaked Clarent stats (again)
- Adjusted Holy Charge AI
- Schism Drive generates soft flux instead of hard flux
- Reworked Templar variants
- Added A Hard Place mission
- Reworked Excommunication mission
- Tweaked other Templar missions
- Additional balance changes
- Added fake phase system onto Templar ships to improve enemy AI handling of attack patterns (especially missiles)
- Updated various scripts to remove frame rate dependence on graphical effects
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Gezzaman

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Re: [0.7.2a] The Knights Templar 0.9.7
« Reply #856 on: April 07, 2017, 03:04:09 AM »

i... dont even wanna go near templars now..
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cjuicy

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Re: [0.7.2a] The Knights Templar 0.9.7
« Reply #857 on: April 07, 2017, 07:44:12 AM »

i... dont even wanna go near templars now..

No thanks. I already die enough from surprise Clarents. And singular Teuton wings. And anything larger than a frigate from them.
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DrakonST

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Re: [0.7.2a] The Knights Templar 0.9.7
« Reply #858 on: April 07, 2017, 07:47:44 AM »

One more ship in the Templars fleet will effectively blow up. ;D

Spoiler
Perhaps it was the most evil ship from all that is at **. However he has turned out insufficiently angry.

[close]

Dark.Revenant when there is a support of an event "Holy Crusade" for Nexerelin non-Corvus mode?
« Last Edit: April 07, 2017, 03:12:17 PM by DrakonST »
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Eternity

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Re: [0.7.2a] The Knights Templar 0.9.7
« Reply #859 on: April 08, 2017, 12:08:33 PM »

Hi all

Many thanks for this cool updates with fresh ship ;-)

Going to test it right now ...
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DrakonST

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Re: [0.7.2a] The Knights Templar 0.9.7
« Reply #860 on: April 09, 2017, 05:22:12 AM »

We... Need... More special effects! ;D
Spoiler
[close]
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Dark.Revenant

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[0.7.2a] The Knights Templar 0.9.7b
« Reply #861 on: April 11, 2017, 01:39:54 AM »

Lots of fun balance changes.  SAVES WILL BREAK HORRIBLY!



Download The Knights Templar 0.9.7b
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.4)

- Supported by DynaSector 1.1.0 (Updated!) -
- Supported by Nexerelin 0.7.7b (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 0.9.7b (April 11, 2017)
- Improved Chevalier armor, speed, and turning
- Chevalier no longer loses beam range (but still loses beam power) with higher flux
- Chevalier beam flux/second scaling with higher flux now proportionally matches the loss in DPS
- Chevalier beam scaling now only applies while the Lancelot Lance is firing
- Lancelot Lance damage reduced to 1200 from 1500 per second
- Lancelot Lance flux reduced to 1500 from 2000 per second
- Reduced Trucidare submunitions to 8 from 10
- Trucidare, Crucifix, Secace, Galatine, and Arondight hard flux increases no longer scale with damage buffs
- Crucifix damage and EMP reduced to 150 from 200
- Crucifix hull-hit extra damage reduced to 75 from 100
- Crucifix hull-hit extra EMP reduced to 75 from 200
- Trucidare flux cost reduced to 2000 from 2500
- Trucidare now detonates if it rams into a ship
- Improved Dynasector results (breaks saves)
« Last Edit: April 11, 2017, 08:50:55 AM by Dark.Revenant »
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Ceebees

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Re: [0.7.2a] The Knights Templar 0.9.7b
« Reply #862 on: April 12, 2017, 10:06:25 PM »

I've always enjoyed Templars since i first found it, cool to have a new ship to panic about again!
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StarSchulz

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Re: [0.7.2a] The Knights Templar 0.9.7b
« Reply #863 on: April 14, 2017, 08:59:36 PM »

I can already imagine one of those things staying behind an archbishop firing its laser.. beautiful.

EvilWaffleThing

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Re: [0.7.2a] The Knights Templar 0.9.7b
« Reply #864 on: April 15, 2017, 08:13:09 PM »

So how exactly do I make it so I can use prisoners to gain rep?
I've looked through the files and found the omnifactory settings but I've seen anything about prisoner actions.
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Histidine

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Re: [0.7.2a] The Knights Templar 0.9.7b
« Reply #865 on: April 15, 2017, 08:31:46 PM »

So how exactly do I make it so I can use prisoners to gain rep?
I've looked through the files and found the omnifactory settings but I've seen anything about prisoner actions.
Nexerelin/data/config/exerelinFactionConfig/templars.json -> allowPrisonerActions
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EvilWaffleThing

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Re: [0.7.2a] The Knights Templar 0.9.7b
« Reply #866 on: April 16, 2017, 06:28:03 AM »

Well in hindsight that seems obvious...
Thank you very much!
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Howkin

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Re: [0.7.2a] The Knights Templar 0.9.7b
« Reply #867 on: May 06, 2017, 08:14:45 PM »

How the work for the 0.8 version goin?
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Death_Silence_66

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Re: [0.7.2a] The Knights Templar 0.9.7b
« Reply #868 on: May 11, 2017, 12:44:48 PM »

I wonder how these will stack up against [REDACTED] fleets.
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Inventor Raccoon

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Re: [0.7.2a] The Knights Templar 0.9.7b
« Reply #869 on: May 11, 2017, 12:46:53 PM »

I wonder how these will stack up against [REDACTED] fleets.
Templars will absolutely crush them.
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