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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 626872 times)

Heliax

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1050 on: April 26, 2021, 04:09:53 AM »

Hey, is this mod still supported? I would love to know if and when its going to get updated?
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IonDragonX

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1051 on: April 26, 2021, 07:35:05 AM »

Hey, is this mod still supported? I would love to know if and when its going to get updated?
The mod author, Dark Revenant, is one of the most prolific contributors on this board. He's already too busy, so DO NOT pester him.
From what I've seem him work on since 0.91 and 0.95 were released, I predict his answers would be:
1) "Hey, is this mod still supported?" = On semi-permanent haitus.
2) "I would love to know if" = Depends on free time, RL, current projects, already planned future projects, inspiration possibly creating even more future projects and whether or not DR even wants to.
3) "and when its going to get updated?" = Not within 365d minimum.
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Euripides

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1052 on: April 26, 2021, 09:07:14 AM »

If it wasn't updated for 0.9.1 its not gonna be updated for 0.9.5

Just making as close to a factual observation as I can. This is a mod I'd consider dead (alongside most/all the mods that aren't updated within 2-3 months of a release). Maybe that is hurtful for a mod author or otherwise to hear but it's factually true for people looking to play a mod and this one is 3 years out of date now. It's dead jim.
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connortron7

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1053 on: April 26, 2021, 09:26:06 AM »

If it wasn't updated for 0.9.1 its not gonna be updated for 0.9.5

Just making as close to a factual observation as I can. This is a mod I'd consider dead (alongside most/all the mods that aren't updated within 2-3 months of a release). Maybe that is hurtful for a mod author or otherwise to hear but it's factually true for people looking to play a mod and this one is 3 years out of date now. It's dead jim.

DR actually did update it for 0.9.1 but it was only released on the starsector discord as it was a beta, with the new starsector update it obviously has been put to the side for DRs other mods.

Chinno

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1054 on: April 28, 2021, 02:57:33 AM »

just wanna say ,  Thank U DR, for everything you did to this game.

Templar was the first time I feels that "wow, this was real badass boss"  and most impressive one.

no doubt that , it is a masterpiece!

hope to see templar in the future,  Thank U again!
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ASSIMKO

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1055 on: May 08, 2021, 06:19:02 AM »

Did he really die? No one is going to resurrect him?
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DOKER

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1056 on: August 03, 2021, 03:35:27 AM »

hey i have a question what right click does for templar ships? i can't find description for that :(

Found out what it does sorry for bothering :)
« Last Edit: August 03, 2021, 03:44:45 AM by DOKER »
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Anexgohan

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1057 on: February 04, 2022, 02:49:32 PM »

So, im just posting here hoping that this mod gets updated, I have so many Nightmarish memories of this mod and its OP faction, hope to see it back in action some day.

Also, I know by posting this I have made the to be release day counter go up. :p
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ASSIMKO

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1058 on: June 18, 2022, 08:22:56 AM »

For a while I even believed it would be, but now I don't think so anymore. They can even create another mod with that name, with the same theme, but this mode has become a relic and history for those who have played it in version 0.8.1a of starsector.
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Flix

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1059 on: June 19, 2022, 12:21:23 PM »

I wonder how difficult it is to update the minimum required to be compatible with 0.95.1a. I know this mod has tons of special code and I have no idea what I'm talking about so maybe it's just too much of an undertaking for now.
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It is possible to commit no mistakes and still lose.

Mira Lendin

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1060 on: June 19, 2022, 12:37:26 PM »

This mod came before magicLib, it has a specialized script to manually draw projectiles trails, that's how ancient it is, if it was my mod i wouldn't want to update it even if i had 24/7 free time.
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^^

vkolg

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1061 on: November 17, 2023, 05:28:17 AM »

Can I obtain update permission, or can I have code usage permission. I really like this MOD and I don't want him to lose the stage
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Maelstrom

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Re: [0.8.1a] The Knights Templar 0.9.8f
« Reply #1062 on: November 17, 2023, 10:31:45 AM »

theres a bootleg in the corvus discord server, basically it was a community thing to keep it alive. Everything works with it including the lattice shields. Dont know if I am allowed to share the link to the server here
« Last Edit: November 17, 2023, 10:33:17 AM by Maelstrom »
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