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pantherus

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Posts posted by pantherus

  1. The force powers are good, but like most 'magic-user'-style characters, consulars tend to be weaker in the earlier levels. A super-strong fighter-style character can absorb a lot of damage and so is probably more forgiving of the mistakes that new players are likely to make. If you had no trouble with a consular from the start, consider that proof of your skill. :)

     

    Sorry if this is relatively reviving a dead topic but I thought I'd make a comment here regarding the "mage" prestige classes: that being that you're just as good staying with the consular - in fact in some ways the jedi master (ls-prestige) is WORSE than the consular due to lower saves.

     

    the Guardian and Sentinel PrC's however, tend to be a good step up.

     

    Just my 2c :lol:

  2. The speeder becomes unusable once you've

    gone to G0-T0's yacht

     

     

    You can gain influence with 2/3 of your party members in the process of building the speeder:

     

    Get Atton to fix the security stuff with the line: "I'll let the expert handle this". Get Bao-Dur OR T3-M4 to check over the system to ensure it's OK - I'm pretty sure you can only do this with one or the other of them.

     

  3. I think Consular/Master is really the only way to go, and then you have to go all dark side or all light side, no in between. It's a more sophisiticated game, for connoisseurs only---it's a lot less of the hack and grab type game that you play with a guardian/weaponmaster.

     

    I played a Consular/Weapon Master a couple of times and it really played well. Especially when you get

    Force Enlightenment to shoot all your buffs up at once

    towards the end. You get a good mix of "might & magic" with a solid base of consular abilities having set you up.

  4. I suggest wisdom over charisma because at high level you'll have more force points then you can use, especially if your using force channel. Also more force powers dc is based on wisdom not charisma.

     

    I believe that DC is based on Wisdom AND Charisma.

     

    Basically both WIS and CHA will increase your DC.

    WIS will increase your FP pool.

    CHA will decrease cross-alignment penalties (and doesn't it do something to boost the AB of your allies too?).

     

    Then there's the skill bonuses from each - CHA is for Persuade, WIS helps with awareness and a couple others (forget which)...

  5. Help!! Can anyone explain why after saving my mod files in Kotor Tools' Module Editor, my computer thinks they are mpeg files? This is rather strange and is not something I have ever come across before. Any help would be fantastic

     

    Do they actually come up with '.mpeg' at the end, or are they just showing the generic icon of a 'mpg' file?

     

    If it's the former, then take a look at how you're saving them and just rename them. If it's the latter, then it's simple file association - don't worry about it, KOTOR will load them just fine.

  6. For Weapon Master/Marauder - they can get two-weapon fighting bonuses so high that they can dual-wield normal sized sabers at no penalty. Since short sabers provide an off-hand bonus (as their way of computing the cancellation of penalty) you actually end up with a slight bonus.

     

    But the bonus is so negligible at that stage compared to the damage potential you'd lose.

     

    Using dual-sabers as a Weapon Master (or marauder) is about as mandatory as a Sith Lord using Force Storm :(

  7. No no, I understand exactly what you mean, and definitely see your point.

     

    I was merely explaining the mentality behind the engine being developed the way it was.

     

    And to really answer your question - No, I'm like 99% sure that this stuff is hard-coded into the game engine and thus not editable...it's just the way they've decided to make it work.

  8. This is due to the nature of the d20 rulesets which KOTOR is based on - this originally derived from the D&D rules that games like NWN work on.

     

    With two-weapon fighting, you receive various penalties for the ability to wield two weapons. the two-weapon fighting feats deal with most of these, but you receive a penalty for using a 'medium-sized' weapon (like a lightsaber) in you off-hand. In D&D, this penalty is off-set by using a smaller sized weapon in this hand, usually a short-sword or a dagger. Thus was born the 'short lightsaber'. It does less damage than a normal lightsaber, but you get no additional penalty if you wield it in your off hand.

     

    Does that answer your question?

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