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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626965 times)

ASSIMKO

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1020 on: February 07, 2019, 11:31:04 PM »



I'm Brazilian and my English is very lousy.
good size.
[/quote]


Google translator
of the capeta.
I am a man and not a woman. >:( >:( >:( >:( >:(
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dveragon

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1021 on: April 17, 2019, 12:57:48 PM »

anything new how long it takes to update this mod for 0.9a?
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Gwyvern

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1022 on: April 17, 2019, 01:59:38 PM »

It is going to be a long time, DR has many mods under his belt and he has stated that KT will be the very last one to get updated.
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Mr. Nobody

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1023 on: April 17, 2019, 11:53:40 PM »

anything new how long it takes to update this mod for 0.9a?
Every time someone asks he pushes the release date back a week
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Flix

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1024 on: July 14, 2019, 04:36:11 AM »

anything new how long it takes to update this mod for 0.9a?
Every time someone asks he pushes the release date back a week

I was wondering if at this point KT was the last mod left to be updated by DR& I feel bad asking anything as I realize this is donated time from an incredibly talented person. I hope there is an intention to work on it someday. If not then fully understand... Thanks DR for everything you do for this game! (BTW this is my all time favourite mod).
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Ronald Klein

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1025 on: July 14, 2019, 06:30:17 AM »


  Yeah, the dude is amazing! His mods and all the unique mechanics he introduces in them are *** awesome. Easily the best mods for this game. Dare I say that some of the designs, ship systems and other mechanics he came up with are more interesting than vanilla stuff?
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KanterZk

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1026 on: July 14, 2019, 08:06:30 AM »

I have to say a game without the Knights Templar is not as fun and interesting. They are such a great endgame faction to hunt and loot, I still have my 0.8 version installed because, or thanks, to them.  :)
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namad

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1027 on: July 16, 2019, 01:03:45 AM »

I've seen KT mentioned on discord as something that isn't cancelled, but also something that is also not being worked on. So. Yeah. It's still a maybe as far as I know.
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PyroFuzz

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1028 on: July 16, 2019, 06:49:59 PM »

I don't mind how long. All that tells me is that it will be magnificent. :D
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Flix

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1029 on: July 18, 2019, 12:43:56 PM »

I don't mind how long. All that tells me is that it will be magnificent. :D

Amen, I really hope so. Although I'm surprised this faction doesn't get more love. The visual artistic style they have is really well done, polished and cool (in my opinion). Their sound remind me of church bells or holy things and their mysterious lore and lack of communication is intriguing. The mechanics of their ships are like nothing seen in any other mod or vanilla faction. I just find them super original and extremely well put together. A definite must have in my mod list for sure.
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namad

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1030 on: July 18, 2019, 01:40:37 PM »

The issue is that DR probably feels KT needs a total rework in order to be worth an update, which means it would be a lot of work, and he hasn't had the free time to do any of that, given that he just did a major overhaul of II.
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Morgan Rue

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1031 on: July 27, 2019, 08:05:37 PM »

KT might be updated in two years, maybe. It was a lot of script which was a lot of upkeep, and it was also put together and updated in hacky ways to make it work on newer versions, from what I understand.
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Dauntless.

daariusivey

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1032 on: August 14, 2019, 06:32:21 PM »

hello uh the game crashes and say "fatal: null

what happened?
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Kwbr

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1033 on: August 14, 2019, 06:37:04 PM »

neither this mod nor dynasector are updated for the latest version of the game.
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Flix

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1034 on: November 08, 2019, 12:23:38 PM »

Hi, this may be a silly question but is there a way to just get the ships working with 0.9.1.a somehow? I'd love to get back into a game with some of these ships and weapons even if they wont work as a proper faction. These guys kicked so much ass and are so beautiful I,d love to relive that. Thanks!
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