Jump to content

Darth Frog

Members
  • Posts

    286
  • Joined

  • Last visited

Everything posted by Darth Frog

  1. Why that? For one thing they give you something to try your new lightsabre on, and they are nicely spaced for Force Jump training. For another, it is absolutely hilarious when they are met and greeted ...
  2. As regards importing a character from KotOR I/II: this has no chance of working even if the character charts/progressions are thoroughly overhauled to make some sort of sense. At the end of KotOR I you are level 20..25 and at the end of KotOR II lvl 25..32, you have oodles of feats/powers and plenty of high-grade equipment. How could such a character be developed any further? Without hyper-inflated XP you'd finish somewhere in the region of level 10..15, and in that case a HotU-style continuation would indeed be possible. While we're at it, I'd like a saner progression for vitality points. From 12 to 260 (KotOR I) or 37 to 633 (KotOR II)? That's silly whichever way you look at it. Attributes make more sense: from an average 12.5 at the beginning to an average of 13.5..14 is perfectly plausible. As regards having two PCs: I don't like this. I prefer having one PC that I can identify with during the game, not schizophrenia-style style swapping of mental task context. As regards Revan/Exile: the Exile is a bit player and expendable, he/she did nothing remarkable except flying around in Revan's ship for a few hours and offing three obscure Sith Lords. He/she would make a good NPC for old times' sake but the PC should be Revan or a completely new character (preferred). Of course I'd like to know what happened to Revan but that doesn't mean that we have to play her again. In fact, following Revan's trail would allow the game to get by without inventing a new kind of stone/starmap. I liked TSL's take on this, BTW, because it looked reasonable and natural.
  3. Breaking down items into components is related to the Repair skill (workbench) and breaking down mines/stims/medpacks/implants into chemicals is related to the Treat Injury skill (lab bench). So what is the bug you think you have found? That you should get 0 components instead of 1 component if your skill rank is 0? Read the posts in this thread, all the relevant info is there.
  4. The screenshots were staged. As regards building your lightsabre quickly, there is already a topic about it in the General Forum.
  5. Found that odd, too. But on Goto's Yacht it actually says "You triggered a mine!" in the feedback log.
  6. Well, Ghetmi is at least 400 XP ahead of Mynx (who took three mines in the HK scene), so you have a bit of leeway for small luxuries. :D Corollary: if you plan on not retrieving your items from the locker then you might as well break the stuff down before landing on Citadel. It isn't like anyone would want to rebuild HK-47 in a min-XP run, no? So there is no real loss there except perhaps for the breath mask which can be useful in the early portions of the military base on Telos. You are devious and clever. [influence gained: Darth Frog] LOL, this is funny. And a very powerful technique for min-XP runs ...
  7. I think she said "olfactory blockers" (plugs in the nostrils?) which is consistent with the official 'stink' line. And I agree with Forna K. Shan, the scene on Onderon was pretty annoying. Poison immunity kept you from becoming actually poisoned (health bar turns green etc.) but you still lost combat rounds to a mysterious debilitating effect caused by the script. I think T3 shrugged it off, though. :D Apropos 'mysterious': anybody ever managed to spot the mysterious poison mines on Goto's Yacht, in one or two small rooms with consoles near the centre? The last time I checked was with 49 Awareness (lvl 26 Kreia), so I think it is just scripted stuff and not legit mines that obey the game mechanics.
  8. Same with Darth Nihilus and Vrook - they can stun you even if you're immune. And poison immunity or breath mask suddenly fail against the stink of Nar Shaddaa in the scene where you meet Mira, even though you can walk the docks just fine earlier without any immunity.
  9. This looks good, thanks for sharing. I won't get any playing time for the next two weeks, though, because it is the combined monthly/quarterly billing time in our company. So I won't be able to provide any feedback for quite some time.
  10. Probably a bug. If you recover Goto's mines and replant them then the bounty hunters will still stand in them unharmed. But they will trigger other mines if you can get them to move. The Twi'leks will move of their own accord but you may have to use Force Push/Wave on the others.
  11. Congrats, this is amazing. I think you turned in a perfect score - and laid the bar pretty high for other contenders. How did you deal with the sonic mines en route to the decontamination console? Two times 3 mines in a row on narrow ramps. Originally I had planned to 'punch through' the area unstealthed, blowing up the mines with Force powers. But I had to improvise because Mynx did not level up to 3 and so she could not acquire the Stun Droid spell. It turned out that 'disarming' mines Guardian fashion by stomping on them does not cancel Stealth ... Between good Reflex saves and Sonic Nullifiers the mines did only 5 damage per 'step'. :D 100 XP is probably the bottom value for this scene. Also, sometimes the game uses taken level and sometimes it uses XP-equivalent level for determining things, and your XP-equivalent level is at least 2 by the time you reach the Ebon Hawk. Hard to tell what goes on. Your findings seem to indicate that loot is tailored to taken level. On the other hand, the result of the random loot generation can vary wildly between playthroughs with otherwise equivalent conditions and so this is hard to judge.
  12. Huh? It isn't like there's a scarcity of stuff that breaks down into a lot of components/chemicals. In one of my games I used the workbench on the Ravager to break down everything that did not look like it might be useful sometime -> 45000 components. That was after creating all items/upgrades that looked even remotely promising, like combat implant for Mira and so on. With chemicals it was about 35000. If you don't mind cheating to get lots of components then you can glitch a lot of Handmaiden robes and break them down, or duplicate lightsabres with high-grade upgrades in them and so on. Also, T3 will make up to 11 Computer Spikes for you (20 components apiece), Bao-Dur will make unlimited amounts of shields until you talk about lightsabres, Disciple makes medpacks (?), Mira makes grenades, Mandalore makes stims. The other NPCs might make items as well, but I never asked. BTW, I think Disciple can act as a portable lab bench.
  13. ... and the bounty hunters on Goto's Yacht did not trigger Goto's mines.
  14. The walkthroughs on GameFAQs seem to have all necessary information except for some minor details like when you get which class bonus feat. There are also stickies in the General Forum here but they are less comprehensive. None of these sources tell you what to do when, so you have to make up your own mind. Mostly. Some damage boni apply only to specific enemies ('vs. Droid', 'vs. Dark Side') and these aren't shown on the equipment screen; also, some enemies may have damage reduction. Just look at the combat feedback to see all details. Overall it is pretty straightforward except for critical hits, where some damage boni get multiplied and others don't. Double-bladed lightsabres seem to work correctly in TSL; that is, the dual-wielding penalty is applied. AFAIR this was not the case in the original KotOR. This looks a like a damage bonus from an upgrade or crystal, and it will probably show up as '2-16' on other screens. Rolling '1d15+1' rolls each value between 2 and 16 with equal probability, while rolling '2d8' makes middlish values more likely than the extremes (the average is still the same, though). For example, the probability for rolling 9 is 1/8th, for 2 or 16 it is 1/64th. P.S.: I think it would have been better to post a link to Reaper's text instead of quoting it in its entirety.
  15. I'd say for light side it is probably 'Dancing for Vogga'. Dantooine: talk to Administrator Adare, go to Enclave, kill a couple of laigreks, talk to Jorran, go to camp, talk to Jorran. On Dxun you have to go the jungle, kill a group of Mandalorians, talk to Mandalore, go back to the jungle, kill Cannok. Looks like more legwork than Dantooine, and you're stuck on Dxun until you have finished the quest chain there. On Nar Shaddaa you could fetch Vogga's part or Lootra's. Getting Vogga's part via dancing + Juma Juice seems to be roughly on par with getting Jorran's part as far as legwork is concerned (Cantina, Slophouse, Cantina). In order to get Lootra's part (light side!) you have to rout the Exchange in the Refugee Sector if you fail to fail the Intimidate on the two thugs. What's the quickest lightsabre part on Korriban? In order to get Lorna Vash's you have to 'commit' to the Sith Academy quest but there may be a part in the Shyrack cave. Of these options, in two cases you get sucked into quest chains and not let out until you finish them (Dxun, Korriban Academy). Of the alternatives, only the Vogga option does not 'spoil' potential combat areas, and it is one of the fastest to boot. So I'd say if you want your lightsabre as early as possible but still keep all options open, then Vogga is the way to go. Otherwise I'd say simply go with the flow and let whatever happens happen. You can almost always summon Bao-Dur the instant you find the last part and have him build your sabre (which may be the only reliable way of obtaining a double-bladed lightsabre) but even that is not necessary. Once you have three lightsabre parts in your pocket - one from Telos, one from Visas, one found/gotten - all other drops that would have been lightsabre parts give lightsabres instead, unless you have spoiled them. Note: 'spoiling a combat area' means entering an area long before you go to fight the fight. Loot, courtesy critters and other mobs are tailored to your character when you first enter an area; if you come back to fight them several levels later then a whole roomful of them will drop dead if you sneeze and you get only pitiful XP (25 or so if the level difference is high). Loot can be spoiled in a similar way.
  16. You're patently silly. First, this thread is about the merits of character builds and attribute choices, so it is gaming on the d20 level as opposed to the pure adventure/RP level (where e.g. any self-respecting thief will steal everything that isn't bolted down while a paladin tends to be strapped for cash precisely because she doesn't, regardless of whether the game engine models this with appropriate alignment shifts or not). So, by your own argument you shouldn't even be here, because by its very nature this thread is as close to a power-gaming FAQ as can be without actually being one. Second, the objective of threads like this is not to give recipes for 'ultima-builds' where one could indeed do little other than follow the script (which isn't to say that following a script cannot be interesting and challenging in its own right, as in the case of 'anti-ultima-builds' like min-XP runs where the plan is simple but its execution is not). The objective is to discuss the merits/demerits of various approaches, so that people can make up their own minds and create a character that balances those aspects which they think most important for the playstyle they want to try out. Third, there is little 'unfolding' in TSL once you hit level 15 or so. Every once in a while a melee-oriented Guardian may have to cast three (gasp!) Force Storms instead of two in order to clear out a room, and a Force-focused Consular may occasionally need two (gasp!) combat rounds instead of one in order to kill an enemy in straight melee combat. Big deal. In fact, around level 30 even a Consular/Jedi Master can successfully dual-wield flurry in melee and hardly ever miss, even without any melee combat feat whatsoever. The insanely high BAB combined with attack boni from items/upgrades completely compensates the penalties for dual-wielding without feats and for using Flurry while having only the basic feat (which you can get by equipping an item). Conversely, at such high levels the biggest part of Force DC comes from character level, equipment and other boni; the contribution from natural attributes is so little as makes no odds. Force Focus should make a difference but it doesn't because there is no need. Not to mention that spell damage tends to depend more on character level than anything else, and character abilities/attributes contribute little except indirectly via Force DC. So it is only during early levels that characters 'unfold' in TSL, where character development choices actually have consequences that you can discover while trying to do what you have to do, where situations can go well or not so well depending on whether you chose well or not so well. But if you use cheap cop-outs like shields/stims/grenades or having your party baby-sit the Exile then you deny yourself this discovery. The reason is simple: if you allow yourself to rely on these crutches then your choices don't matter at all. With such aids any character whatsoever can walk out out of the med bay on Peragus and into the Ebon Hawk, stumble through Citadel and trail the team across Telos, without ever even taking level 2. And after Telos the game is mostly over anyway, all that remains is a bit of adventure mixed with generous offerings of flies for your swatting pleasure. The first planet may have an occasional situation that is interesting, but even those are mostly optional. That isn't to say that it cannot be fun if you've never done it before. It is fun, and it can make some situations interesting that would otherwise be trivial. But you don't need any special 'build' for that because the particular nature of the dead weight is of no importance.
  17. Same reason as why I played the game for several days from Peragus to Malachor in order to have Munchkin finish with level 32 (517771 XP), instead of loading an old Malachor save and typing addexp 123456789 in the console.
  18. The HKs are hilarious, although the TSL HKs including HK-47 sound a bit affectated compared to the original. They also lack a certain edge or purity in comparison. But the best HK line ever was in TSL, the definition of love. :D Jolee is funny and likeable, same for T3. But they are funny in a more subtle way than the one and only real true iron maniac.
  19. On the Ebon Hawk, ask T3 how he got there. I think you have to beat an INT 16 check, some Computer skill checks and an INF check. The INT check shouldn't be much of a problem for any character build once you have the Ossus Robes and somebody in your party has Master Valour.
  20. Unnecessary Addendum: the only mandatory kills on Peragus are the HK and the 25 Sith. The HK comes with 4 floating mines and their destruction cannot be avoided, but I accidentally found out that you don't get any XP for them if they are triggered instead of forcefully destroyed. The mines are fairly close together (two pairs) and they will float towards your party. If one mine of a pair blows - for whatever reason - the other will be destroyed by the blast and yield XP (125+4 @ level 2). It may be possible to trigger both mines of a pair simultaneously by approaching them from the right direction, but things happen pretty fast in that fight and so even if it is possible it is probably extremely difficult. It is comparatively easy to trigger one mine in each pair, so that out of the four mines total you get two 'free' and XP only for the other two. I loaded a save and tried this, it works. The HK weighed in at 175 XP. Here is a breakdown of the 'mandatory' non-kill XP for Peragus: * before T3 * 110 console: morgue door 100 bash door to get out of med 110 receive 'you might want to save your game now' precognition ability 750 disable 15 admin droids by flipping switch * after T3 * 250 destroy console in Hangar Bay to access airlock * Harbinger * 250+8 download drift charts 250 console: open door to engine area 250 console: enable maintenance access * Fuel Depot * 100 find T3 110 turn off force field * Hangar Bay * 110 console: open door to Hangar 25 Mynx got 550+18 XP for the HK fight (HK + 3 mines); Kreia's mentor ability seems to add about 3% at this point.
  21. LOL. During earlier games I always found those things somewhere on Peragus but never had any use for them. This time they would have been useful but didn't find any. Don't you just love the random loot gennies ... :D Starting with the dormitories Mynx could not remain undetected for longer stretches of time, especially when getting close to the enemy (because of the distance modifier). The SFE would have been welcome, but things were manageable with a slight change of tactics. Mynx entered the Ebon Hawk with 2966 on the XP-o-meter, which means that in her case the mobs were spawned for a level-2 character. Similar things happen elsewhere, and this can easily be seen with the assassins on the Harbinger or the 'corpse' Hssiss on Korriban. For example, if you are level 5 or 6 when you spawn a pack of assassins in the Harbinger crew quarters then they will yield 200 XP apiece; at level 7 it is 225. The Hssiss normally yield 400 XP but if you go to Korriban early then it is only 375 (or less). This is quite different from the way XP behaves once the critters have been spawned; if you gain levels when a mob already exists then its XP value (usually) decreases. This can often be seen if you cross a level-up threshold during combat. So the reason why Ghetmi's Sith were fatter than Mynx's is that Ghetmi was higher level when she entered the Ebon Hawk. IIRC at normal or munchkin levels those troopers are even fatter, 175 XP.
  22. At least level 32, actually, and quite likely level 33. My last game was a max-XP run (LS female) and my character had 517771 on the XP-o-meter when she went to see Darth Traya. So only 10229 are missing to level 33. Taking the prestige class at level 29 instead of level 19 would yield an extra 10000 XP, and the rest could easily come from doing things like finishing quests. " One of Munchkin's unfinished quests (dead salvagers) yields 300 XP or 500 XP depending on how you solve it. So I think we can safely assume that level 33 is indeed possible. A max-XP run for a DS male could probably go even higher, although I don't know if the combined DS/male advantages amount to an additional level over the course of the game (~33000 XP). Has anybody tried a DS male munchkin run?
  23. Well, it was sort of funny really. Everybody said Revan was missing, wandering the Outer Rim alone etc. pp. - and all the time she was in the Citadel Cantina. She had gained a few pounds, turned her hair red and there was something slightly unsettling about her teeth ... But the most unsettling thing was of course that she had gotten a memory wipe again and lost all her powers. How the council and the republic could do this to her after she single-handedly saved their collective butts ... So if Kreia hadn't zapped the council I'd have wiped them myself. Betrayers. :ph34r: It would be nice to have a KotOR Gold Platinum Extra Extreme Edition. TSL powers/feats and interface for KotOR, KotOR difficulty for TSL, and of course a reinstated ending.
  24. In my games the package only ever appeared after finalizing Onderon and Dantooine (and talking to the Rodian about it). Sorry, I have never done the swoop racing thing in KotOR 2. My swoop was always 'flying'; although I have found the workaround for that it is a bit cumbersome and since I never needed the extra money I just didn't swoop. Swoop racing is still more fun than Pazaak, though. Thank $DEITY that we don't have to win at Pazaak in order to get rebates or good price when selling stuff like in KotOR (Suvam/Yavin).
  25. The merchant is a 'surprisingly articulate Rodian' and I think you have to please her twice in order for the special HK package to appear in her sales inventory. This would mean you have to finalize Onderon and Dantooine before this happens. BTW, earlier I said that you get more XP if you let the 25 Sith board the ship in the Peragus hangar scene. It seems that I was wrong and not only do you get XP if you kill them with the laser turret, you actually get more (read here). So much for believing what you read in forums/walkthroughs without checking it yourself. :D I also want to thank Blaise Russel for clearing up a small misunderstanding.
×
×
  • Create New...