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JimBobRedneck

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Everything posted by JimBobRedneck

  1. That concept never made it to production. Akari said in another thread that the robes were already pushing the memory limits of the game and they just didn't have room to add in the ability to put the hood up or down.
  2. I agree with your opinion for the most part. I don't think it's the fact that the bugs "intentionally were never corrected" as much as it was the fact that they wanted to rush the release before Christmas and didn't do the proper amount of QA with the game. I'm also a programmer, and I agree that many of the things that have been popping up should have been found and fixed before release, had QA been done correctly.
  3. 1. The fights are pretty easy with any stats, so don't worry about that. 2. Unless I'm mistaken, I think Laozi was being a little sarcastic about the saber shoes. I'm pretty sure they don't exist. 3. For most of the game, yes, you will be able to use your companions to create items at workbenches. There is a bug though that makes it so that only your PCs repair skill rank is used when breaking items down into components, regardless of who's using the workbench. 4. Again, you will usually be able to rely on an NPC for picking locks, though you might not have a lock pick in your group at the time and be stuck in an area where you can't change out teammates. With the random loot system in play, you can't say for sure if breaking items when bashing open a container is a concern or not. You could bash open the same container 2 times (different playthroughs of course) and break a medpack in one, or the Uber-Ultimate Lightsaber Lens the next time. Personally, I like to have at least a 12 Int, since it gives me 1 more skill point per level (unlike Kotor 1, each bonus from Int gives an additional skill point). It's not so much because I need to use a lot of skills during the game, but because skills can open a LOT of extra dialog options, and that's one of the areas I like best about the game.
  4. You've posted on the wrong board Umraan. Try posting this on the Spoilers board for answers.
  5. To Forceoflight: That deals with the term "lightsaber" being somewhat of a misnomer. The blade is composed of energy, but I highly doubt it's actually light. Simple light just wouldn't be able to generate the kind of power that a lightsaber blade does, even when focused into a laser. What's more feasible is that the energy of the blade is contained inside a tight magnetic field extending from the end of the hilt, creating the "blade". It would be these fields opposing each other when 2 sabers clashed. The field would simply pass through simple matter, exposing it to the energy contained within. This theory is a little flawed when dealing with certain metals, but it's the best I got. To rick: Strength would play a minor role in blaster deflection, but so minor as to negligible. It would basically only matter in as much as you were able to rather effortlessly hold and maneuver the hilt. Blaster deflection isn't about reacting to the shot coming at you, since that would be moving too fast for even top notch reflexes to handle. It's only possible due to the Jedi's use of the Force to "perceive" the event before it happens. The Jedi basically senses where the blast will come from just before it happens and positions his saber in it's path. Qui-gon describes this ability (not about blaster deflection per se, but a Jedi's amazing reflexes through limited precognition) on Tatooine when talking about how Anakin is such an excellent pod racer. Also, that is one of the only real arguments I've ever been able to find credit in that supports the use of a Str mod for damage purposes. Still, that would only apply to the context of the video game and not the d20 rules system (but that's an arguement for another forum) and I personally feel that the Str mod should truely only apply to the To-Hit check. Otherwise there would need to be some kind of system for partial damage based on To-Hit checks, since the difference between a very slight graze and a full slice would be more than the +4-5 damage from a massive strength. To Shneider: I'm not very familiar with the Yhuuzan Vong (Truce at Bakura is the only post-RotJ novel I've read) so I'm not sure of what you're talking about. If it's simple cortosis that they use, strength really doesn't apply. Cortosis resists the damage caused by lightsabers not due to it's physical strength, but due to a disrupting effect it has on the particular energy used by lightsabers. Swinging harder isn't going to help overcome that. If Luke modified his saber to cut through cortosis, he modified the energy's particular characteristics to something that cortosis doesn't disrupt. While I feel it would be better for a Dex mod to affect lightsaber damage than a Str mod, I think it would be even better if neither did. Even though that was one of my original suggestions, after thinking about it more, accuracy in combat would come more from training and experience than from natural abilities. Just because you have the dexterity to juggle well doesn't mean you know where to strike an opponent for maximum effect. To G@mbIT: We're discussing this because I used Affect Mind on you all, though by the looks of the votes, I need to upgrade that to Dominate Mind next level.
  6. That's a situation where the To-Hit modifier would come into play. The Str mod would reflect being able to overpower the opponent and force his lightsaber aside, leaving him open to attack. Similarly, with a Jedi using the Weapon Finesse (sp?) feat, he would use his Dex mod to simulate deflecting the opponent's lightsaber and thus creating an opening to attack. Either way though, these bonuses would only apply to hitting the target and not the actual damage caused by the strike.
  7. I've started a poll in the General Discussion forum concerning my twisted crusade of eliminating the Str mod bonus to lightsaber damage. Please post there with any further comments on the subject. My apologies to this thread creator for temporarily hijacking your thread.
  8. I've decided to open this poll since I unwittingly hijacked someone else's thread with this topic. Any thoughts and comments are welcome, but please, let's keep any discussion civil. Here's the postings from the other thread: I've never really understood why your strength bonus gets included into a lightsaber's damage in the first place. Higher strength lets you swing a physical weapon harder and faster, meaning more kinetic energy, resulting in more impact when it connects. A lightsaber, being composed of energy, should theoretically be very close to weightless (except for the hilt). Any increase to kinetic energy from swinging it harder would be negligible due to it's lack of mass. Besides, the damage is energy based and not physical. If anything, your Dex bonus should be added to the damage due to well placed strikes (though that's a bit of a stretch in and of itself).
  9. There's the crux of the problem though. The lightsaber blade isn't matter. It's energy. Physical strength should have nothing to do with the amount of damage it causes, and as I noted in my previous post, even using your Dex modifier to add to the damage caused is a bit of a stretch. I haven't played the d20 version of the Star Wars RPG, but I did play using the old d6 rules, and if I remember correctly, in that ruleset Jedi's could use their dice in the Alter Force ability to add to the damage caused by a lightsaber. If that were to be converted into the game rules, I suppose using your Wis modifier to add to the damage would be the best bet, since a higher Wis is supposed to represent a stronger connection to the Force and thus more control over it. According to all of the Star Wars source materials I've seen, a lightsaber could cut through anything (not quite as easily as butter with some substances) except for cortosis. The only reason it doesn't in the game is strictly due to game balance. Still though, that doesn't explain why strength factors into the equation. A good example of this is when Qui-gon Jinn uses his lightsaber to cut through the blast door aboard the Trade Federation Droid Control Ship in Episode I. He uses no strength here other than to just hold the hilt of the lightsaber. The blade of the lightsaber is doing all the damage. When the inner blast doors are shut, all he does is push the hilt closer to the door, causing the blade to extend into the inner door and melting it as well. Think of it as using a VERY powerful cutting torch. It doesn't matter how hard or fast you swing the torch around (that actually hinders it's performance, not to mention it looks a little silly). It's the sustained contact of energy (in this case, heat) with matter (usually metal) that causes the damage. Of course, with a lightsaber the energy output is exponetially greater, removing the need for extended contact except in more extreme circumstances (again, the blast door example).
  10. I've never really understood why your strength bonus gets included into a lightsaber's damage in the first place. Higher strength lets you swing a physical weapon harder and faster, meaning more kinetic energy, resulting in more impact when it connects. A lightsaber, being composed of energy, should theoretically be very close to weightless (except for the hilt). Any increase to kinetic energy from swinging it harder would be negligible due to it's lack of mass. Besides, the damage is energy based and not physical. If anything, your Dex bonus should be added to the damage due to well placed strikes (though that's a bit of a stretch in and of itself).
  11. Definitely force wave.
  12. It all depends on how you want to play. If you're more concerned with combat and stats, go with dual lightsabers or the saberstaff. IMHO, dual sabers are better than the saberstaff due to having the effects of 4 crystals instead of 2. You also have double the lenses, power cells and emitters. Of course, you'll have to spend twice as many components to get the good ones for both sabers. If you only have 1 good upgrade for each, go with the saberstaff since it adds those bonuses to both attacks. Otherwise, go with dual sabers. If you're more interested in roleplaying, I'd go with a single saber. The saberstaff was a very rare weapon and technique in the Star Wars universe. Using dual sabers was almost unheard of. Of course, if you envision your character using a saberstaff or dual sabers, go that route instead. Just don't let the numbers intefere with a roleplaying decision.
  13. I ended up with a worthless autosave while on Nar Shaddaa. During the fight with the crew of the Crimson Sun (the ship who's docking pad you're using), my PC was KOed, but the NPCs finished the fight. Before the PC revived, the game autosaved and then loaded into a cutscene. As soon as the cutscene begain, I received the popup saying all my party members were dead and to reload a saved game. Reloading the autosaved game always resulted in the same thing. The save recorded my PCs hp as 0, and after starting the cutscene, the PC was the only party member, resulting in a dead party.
  14. Yes, sentinels still recieve Immunity:Fear, Immunity:Stun and Immunity:Paralysis. I wouldn't really call those awful though. I always found it nice to not have to worry about concussion grenades or the Fear and Stun lines of force powers. Just my own opinion though.
  15. No. Items that you create are exactly the same as what you can find during the game, but some of the most powerful items/upgrades can only be crafted and not found (At a HUGE cost for some of them. There's a lightsaber lens that costs 450+ components and requires around a 25-26 in Security to make.)
  16. Creating items/upgrades at workbenches/lab stations doesn't just use Repair. Every skill except Persuasion is used in order to make different items. For instance (the skill levels listed are just random numbers. I don't remember the exact requirements), to make a life support pack, you'll need a Treat Injury skill of 18 or higher. In order to make a lens upgrade for your lightsaber, you'll need Security, with the required skill level based on the benefits of the upgrade. To make mines or grenades, you'll need Demolitions. To make a blaster, you'll use Repair. Other than the items that require a certain level of Repair to make, Repair only affects how many components you can break and item into. The higher your Repair skill, the more components you get. You then use these components to create other items. I saw someone mention this bug on the tech support forum, but they also said that latter on in the game the workbenches function correctly when breaking down items depending on who actually uses the workbench. The bug appears to be due to specific workbenches, and not the "break-down" system itself. I haven't tested this theory out myself though, yet.
  17. I did spend a feat to get repair as a class skill. I thought I had fairly clearly implied that. Sorry for not being clearer.
  18. I don't think changing to a prestige class gives you different class skills. Don't quote me though, because I'm still on my first playthrough. I have a sentinel that just changed to the Watchman prestige class. Now, there are feats you can take that will turn a cross-class skill into a class skill. So far, my lvl 16 Sentinel/1 Watchman has every skill except demolitions as a class skill, and I will be adding that one in with the next feat I get. Since you can spend feats to make cross-class skills class skills, I doubt the prestige classes give you extra class skills, since that would potentially waste feats that you may have already spent. Again though, don't quote me on this, as it's mostly speculation on my part.
  19. I'm about 20 hrs into the game using a sentinel. It has been very enjoyable so far. I have loads of skill points, which has helped a great deal when dealing with dialog. I usually have at least 1 or 2 skill related options per dialog. I get 1 force power per level (plus any bonus powers earned that level or through the storyline), and I think it's been 1 feat every 3 levels (might be every other level, haven't really kept track). My character doesn't do massive damage in combat, nor can she tank a battalion of sith troopers, but she performs pretty decently in combat. Then again, I haven't used all my feats and powers strictly with combat in mind. I've used feats for making cross-class skills into class skills (only demolitions is not a class skill for me, and I plan to rectify that with my next feat). I've put powers into force persuade and the like for dialog options. Overall, I'd say the sentinel class is a nicely rounded one, and the absolute best to get as much out of dialog as possible. Playing through the first time as a sentinel will probably spoil me though. When I play through again as a guardian and then cosular, I doubt I have anywhere near the same amount of dialog options, and will miss a lot of stuff. Ah well. Those are the breaks.
  20. I experience hang ups on the loading screens a lot, but I'm pretty sure it's due to my XBox and not the game. Mine is the first model released and it has problems reading the newer dvds. It will even lock up when reading movie dvds. I'm a little over 20 hrs into the game and on the 4th world, and I haven't experienced any other problems except for a little "warping" due to the framerate dropping at times, which is only compounded by my XBox's loading problems.
  21. For those of you with the game already (lucky dogs): How exactly does the item crafting feature work? Do you need to learn "recipes" for certain items, or does the game look at the component parts in your inventory and then give you a list of what you can make with them? Or is it some other mechanism completely?
  22. I haven't played the game yet, but from what I've heard about the minigames: pazaak is faster now and the starting turn rotates between you and your opponent each hand, swoop racing now has "hurdles" that you can jump your bike over, and the turret game is mostly the same, except at times you play it while on the ground to fight off Sith troopers. As for the extent of your item crafting abilities, I don't know.
  23. Hmm...that's what I was thinking. If you pick Guardian for the feats and class bonuses....but place your points into WIS and CHA, then go for Sith Lord to really pump up the force usage...that might work. But what is the disadvantage of not starting off as a consular? what will I be missing that might be vital? <{POST_SNAPBACK}> From what was posted of the strategy guide, by going Guardian and then Sith Lord. you're going to miss out on the force forms the consular gets (I think 1 increases damage, 1 increases duration, 1 reduces cost, and I forget what the other does) as well as some force points (consulars add their wis bonus to their force points each level up). Can't remember right now if there's any other disadvantages shown in the guide.
  24. There seems to be some kind of problem viewing the KOTOR2 site with certain settings. At work, behind a pretty strict firewall, I see the older version of the page. From home, still behind a firewall, but not as strict, I can see the updated page. Both home and work pcs are running most of the same things (XP Pro w/ SP2) except my work pc runs Symantic anti-virus and my home pc runs Avast anti-virus. I don't know what it is, but there is something that will cause you to not see the newest version of the site even though you use the same address to get to it. Try connecting from a pc outside of the network you're currently on.
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