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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 543320 times)

DanJSC

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Re: [0.7.2a] The Knights Templar 0.9.7b
« Reply #870 on: May 11, 2017, 03:48:33 PM »

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

Won't even be close. Even for the [REDACTED] you know what.
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Dark.Revenant

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[0.8a] The Knights Templar 0.9.8
« Reply #871 on: May 14, 2017, 12:44:53 AM »

At long last...



Download The Knights Templar 0.9.8
Download Mirror
(Requires LazyLib 2.2 (Updated!))
(Requires GraphicsLib 1.1.0 (Updated!))

- Supported by DynaSector 1.1.0 (Not yet updated!) -
- Supported by Nexerelin 0.7.7b (Not yet 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 0.9.8 (May 14, 2017)
- Updated to support Starsector 0.8a
- Adjusted various ship stats to meet new standards
- Longinus Heavy Laser DPS reduced to 600 from 750
- Longinus Heavy Laser flux/s reduced to 900 from 1000
- Rhon Laser DPS reduced to 250 from 300
- Rhon Laser flux/s reduced to 350 from 450
- Improved fleet spawn scaling
- Archbishop now has built-in Faith Decks
- Enhanced campaign terrain in various ways
- Teutons rebalanced
- Almace Burst nerfed in almost every manner
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arwan

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #872 on: May 14, 2017, 01:09:22 AM »

yay now i get to try these god ships out.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Eternity

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #873 on: May 14, 2017, 04:59:44 AM »

Many thanks Dark.Revenant for this quick update !!!
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StarSchulz

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #874 on: May 14, 2017, 10:25:19 AM »

Thank you! this faction gives some major purpose to lategame for me.

D00D

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #875 on: May 15, 2017, 05:00:22 AM »

The new salvage system makes it way too easy to grab Templar ships and their restoration costs is about on par with the top tier ships. I think the price should be increased a bit. Speaking of which, how do I activate the special burst ability? Rightclick seems to do nothing for me.
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borgrel

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #876 on: May 15, 2017, 05:24:03 AM »

since templar ships explode on death, how are they salvagable at all??
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Sy

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #877 on: May 15, 2017, 07:25:12 AM »

since templar ships explode on death, how are they salvagable at all??
same basic idea as how they've always been boardable in previous versions: every now and then, they don't explode, giving you a chance to capture the ship(s). in most battles you shouldn't be able to capture any, but you will eventually able to get a decent number if you keep fighting them.
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D00D

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #878 on: May 15, 2017, 07:49:44 AM »

I'm getting a ton of them from NPC battles when they launch a crusade, even more in the rare cases where they get their faces smashed in. Some variable must have been off since their exploding chances doesn't seem to apply to NPC battles where you don't participate.
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ROFLtheWAFL

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #879 on: May 15, 2017, 03:12:15 PM »

As much as I appreciate the challenge Knights provide, right now they're going crazy all over the sector. Multiple Templar fleets swarming through hyperspace murdering everything that looks at them funny. The only reason Hyperspace is traverseable at all is because Templars are neutral to the player at first.
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Flibjib

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #880 on: May 16, 2017, 08:09:57 AM »

Love the look and feel of this mod.

I had a quick question, I salvaged a Martyr and I can't seem to get the Almace burst to work. Could this be related to the D-mods on the craft, or am I missing something? I've tried on a several different flux levels but nothing happens.

Please continue the great work!

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Dark.Revenant

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #881 on: May 16, 2017, 10:28:10 AM »

There are several bugs related to D-mods, but Priwen/Almace burst not working is actually intentional.
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SierraTangoDelta

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #882 on: May 17, 2017, 04:00:44 PM »

I assume it's to prevent people from taking advantage of the lower deployment cost on Templar ships with d-mods, right?
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qinta

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #883 on: May 18, 2017, 12:07:17 PM »

I am having an issue getting Starsector started with the Knights Templar mod activated. I have both Lazylib 2.2 and Graphicslib 1.1.0 running, no other mods activated, Starsector crashes, closes down, then I get a java popup exactly as follows

Fatal: Error loading [sounds/templars/sfx_wpn_guns/tem_secace_fire1.wav]
resource, not found in [C:\program Files (x86)\Fractal
Softworks\Starsector\Starsector-core\..\mods\LazyLib,C:\Program Files
(x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program
Files (x86)\Fractal
Softworks\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLA
SSPATH]
Check starsector.log for more info


I am pretty sure that the problem is not with lazylib or graphicslib, since I had other mods working that require them.

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Dark.Revenant

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Re: [0.8a] The Knights Templar 0.9.8
« Reply #884 on: May 18, 2017, 12:13:02 PM »

You might want to re-download.  Also, make sure you delete the original folder.
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