Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

Pages: 1 ... 56 57 [58] 59 60 ... 71

Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 540005 times)

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2702
    • View Profile
    • Sc2Mafia
    • Email
[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
Logged

Gezzaman

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
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..
Logged

cjuicy

  • Captain
  • ****
  • Posts: 352
  • Missiles and Mecha, my boys. Missiles and Mecha
    • View Profile
    • Email
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.
Logged
It's been a long time, but I still love ya!

- Pfp originally done by Gwyvern, with pastel version by Kripto

DrakonST

  • Captain
  • ****
  • Posts: 341
  • Lizard-Wizard
    • View Profile
    • Email
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 »
Logged
I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.

Eternity

  • Ensign
  • *
  • Posts: 30
    • View Profile
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 ...
Logged

DrakonST

  • Captain
  • ****
  • Posts: 341
  • Lizard-Wizard
    • View Profile
    • Email
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]
Logged
I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2702
    • View Profile
    • Sc2Mafia
    • Email
[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 »
Logged

Ceebees

  • Ensign
  • *
  • Posts: 45
    • View Profile
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!
Logged

StarSchulz

  • Captain
  • ****
  • Posts: 458
    • View Profile
    • Email
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

  • Lieutenant
  • **
  • Posts: 66
    • View Profile
    • Email
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.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 3382
    • View Profile
    • Bitbucket profile
    • Email
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
Logged

EvilWaffleThing

  • Lieutenant
  • **
  • Posts: 66
    • View Profile
    • Email
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!
Logged

Howkin

  • Ensign
  • *
  • Posts: 12
    • View Profile
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?
Logged

Death_Silence_66

  • Commander
  • ***
  • Posts: 243
    • View Profile
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.
Logged

Inventor Raccoon

  • Captain
  • ****
  • Posts: 393
    • View Profile
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.
Logged
Pages: 1 ... 56 57 [58] 59 60 ... 71