
Heckur
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Everything posted by Heckur
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Things you wish you could do in kotor2......
Heckur replied to jodo kast 5's topic in Star Wars: General Discussion
They compensated for the fact that you don't get dark side points when breaking into someone's room and stealing everything... <_< -
Things you wish you could do in kotor2......
Heckur replied to jodo kast 5's topic in Star Wars: General Discussion
- A good romance - Far more party banter - The option to discus situations and opinions of your party members - Using stealth without becoming visible at every door, computer panel or some random spot just because the devs think its time for a conversation. I think the devs should have made the role playing aspects a lot more like Baldur's Gate II. -
Since this isn't the spoilers forum...
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Talk to the guests and waitress in the Onderon cantina. Or the two sellers on the market square. And search these forums. There are a couple of threats about funny things people say in TSL.
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Who is the mystery woman in holo recording?
Heckur replied to User Name's topic in Star Wars: General Discussion
Why is Bastila a Jedi no longer? Because she temporarely fell to the dark side? Juani did so too and was taken back by the counsil. -
I don't know how to fix your game, besides reloading a saved game from before entering the Telos Polar base. To avoid it in your next game: update your game with the latest patch from OE. When starting your game: click on the Update button instead of the Game button.
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For guardians and sentinels there's only one reason not to use armor: Master Speed. Why trade in two attacks against some extra AC that you don't need against low level enemies and that doesn't help against high-end bosses? Consulars are useless in armor: 3/4 of their better force powers become unavailable. The only time I use armor is when playing a non-combat character that has to act in the Mandalorian battle ring. Robes rule!
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Odd, that doesn't seem to work for me... <{POST_SNAPBACK}> It doesn't work if: - Bao-Dur is standing too far away from you; - You already have 100% influence with him; - Another party member is influenced first.
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Ar they affrait that 80% dosn't gratuade anymore? "
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Try to move your character to the enemy you like to attack. Then attack him again. This sometimes helps.
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In the 'tech' readme of the Light Saber Mod, you'll find a description how they inserted their cristals in the random loot generator.
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THE Ultimate Lightsaber Mod for TSL
Heckur replied to T7nowhere's topic in Star Wars: General Discussion
Oh I neglected to mention that you have to complete the Lightsaber quest before the option will be available in Visas dialog. After you complete that quest this line is what will lead to her saber creation. I have also been made aware of a slight bug that prevents her from building a saber if you let her choose the color crystal.(in my game its not a problem but I have gotten 1 report that it didn't work) I have made a fix and will release it this weekend in a patch for the mod which will include the few bug fixes which can be found at the end of the first post in our release thread at Holowan labs. link can be found in the fist post of this thread. <{POST_SNAPBACK}> Sometimes the option to let Visas or Bao-Dur build there own saber is only available inside the Ebon Hawk. -
If you're playing a LSM character with high influence on Handmaiden and less influence on Visas, and you've completed the game at least three times, then Handmaiden tells you that Atris was indeed in love with you before you went off to fight in the Mandalorian War. You have the option to confirm that, or tell Handmaiden that "if I knew it, perhaps it could have become something". IIRC it was one of the dialog options in the cargo hold of the Ebon Hawk: "Tell me about Atris". <{POST_SNAPBACK}> Oh yeah, you can choose, I suppose. I just figured the other options were more natural for some reason. Though, I wonder if your choice there has any real bearing on the game in the long run. <{POST_SNAPBACK}> I never noticed a difference, whatever choice I made.
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What do you think the restrictions of a grey should be? From your first message I understand you don't use the force at all? If you play grey, you don't get a prestige class, which makes the game somewhat tougher. But I think a grey Jedi should be able to use force powers, at least the universal ones.
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Irrespective, the hardest part of a consular is the beginning, when the Force Points and Powers are fewer. By the end of the game my Consular had something like 1000 Force Points, which when combined with certain other things it didn't matter whether I was casting a diametrically opposite Force Power or spamming Force Valour, I still beat everyone in two rounds. <{POST_SNAPBACK}> I find the consular by far the easiest class to play, right from the start. I always concentrate on AC and force points. Unlike a guardian or sentinel, a consular has nothing to fear: - due to the high AC, damage taken in low; - due to high WIS and CHAR, multiple target are taken out or at least disabled quickly. Guardians, and to a somewhat lesser extent, Sentinels, are good in dealing damage, but soon find themselves in troubles when encountering large groups of enemies. They simply take too may hits. Example (spoiler):
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Yeah, I've started a new game as a LSM consular. Trying to stay completely LS though: e.g. no 'stealing' from containers in friendly environments, like on Dantooine for example, except from the enclave and the merc's camp in the cave.
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Standard Characters Vs Choice Characters
Heckur replied to Kata_mad's topic in Star Wars: General Discussion
I want to choose who is in my party. I like the Baldur's Gate concept: 6 slots for party members, including yourself, and you choose who comes with you. In Kotor this would be like 4 - maybe 5 - slots for party members in the Ebon Hawk. If all your slots are occupied, you have to kick someone out before accepting a new part member. You active party with a maximum of 3 is choosen from the ones on the EH. It irritates me to have 10 people/droids on board, of which seven are doing nothing besides eating their fingernails/rivets. -
The first rule of every fight is self-defense. So you need a high AC, good blaster bolt deflection, using the right stance, avoid battle when talking is an option.
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But as a light sided Jedi, you may only attack those enemies that are not stunned by Force Wave. FW is a way to even the odds when attacked by multiple enemies. Some of them probably make their saving throw and are only throwed away, but not stunned. Those you may attack. If all are stunned: time to use a boosting power for self-defense.
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Instead of downloading all kind of mods to make the game harder, you could opt for playing a Jedi like in the Star Wars movies. What rules should be in effect? Like: - No use of shields; - No healing, except when you are able to reach a save position, like a med station or the Ebon Hawk. This may be too hard. Perhaps only healing outside of battle; - No implants; - No stat boosting equipment, except maybe your own lightsaber and robe; - No use of Force powers of the opposite side; - The only headgear allowed is the rebreather. Do we need restriction on certain skills? What about non-Jedi party members?
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In the early levels (1-15), your offensive powers will probably fail if you are a guardian: you lack the CHAR and WIS modifiers and the +4 bonus of being a consular. Together they probably give the consular a +9 advantage over the guardian: (+2 CHAR, +3 WIS, +4 Master Force Focus). I am assuming here that the guardian has low WIS and CHAR, while the consular has high ones and has even increased his WIS. A average enemy has a saving throw of roughly your_level + 1d20. So if you are level 15, an enemy will have an estimated saving throw between 16 and 36. As a level 15 consular your offensive force has a difficulty of your_level + CHAR mod + WIS mod + 4 (MFF) + 5 (DC of the force) = 15 + 2 + 3 + 4 + 5 = 29. So in more then 50% of the cases, the enemy fails to make his save. This is of cource a consular without any stat improving equipment, like belts, visors, lightsaber cristals, et cetera. As a consular you will probably wearing these items, while as a guardian you probably will consentrate on defense and offense, ignoring WIS and CHAR improving items. A typical dressed up consular has a DC of 34 at level 15. So enemies will fail their saving throws in about 85% of the cases. A level 15 guardian using an offensive spell would have a difficulty of 15 + 0 + 0 + 0 + 5 = 20. So an enemy will make his save in more than 80% of the cases. With other words: only 1 out of 5 attempts will succeed.
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One of the droids that kill Coorta in the holo record on Peragus speaks with Mira's voice. Something like: "Finally, some action".
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You often find them in containers (they're called components, I think). I never noticed a merchant having them, but I never paid attention because I always make sure to have a high repair skill. During the play there are some situations that you control a party without the Exile in it. Take advantage of it and break down equipment into components only then. Experiment with different party members to find out who gives the highest return of components.
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THE Ultimate Lightsaber Mod for TSL
Heckur replied to T7nowhere's topic in Star Wars: General Discussion
I already noticed that Kreia is damn good at hiding her 'walking stick'. After boarding the Hawk for the first time, I wanted to take a look at her saber, but couldn't find it. Then, on Citadel, when you het your gear back, it was back in one of those lockers So Kreia was beaten by the search team of the TSF :D -
The Repair skill of your main character (Exile) determines how many parts you get when breaking down an item. This is regardless of who is actually using the workbench. A total repair skill of 20 (including modifiers like some belts, visors or your Intelligence will give) gives you the maximum number of parts. The only exception is when the Exile is not in the party. But I don't know who's skills are used in that case. When using the medical bench, the Treat Injury skill of the one using the medbench is used to break down items. Also here, a skill of 20 returns the maximum number of chemicals.