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Falconhurst

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Everything posted by Falconhurst

  1. I'm a fan of BG, BG2, IWD (yes the originals, back in the day) and appreciate PoE. The designers have obviously invested considerable effort in creating a thoughtful new RPG with great classes and options, an engaging story line, and enjoyable (mostly) game play. One rather glaring flaw or omission however is the lack of any party AI. Even old games like BG (1998!) have AI options for basic functions of party members - melee, defend, range attack, healer, mage - with subsequent refinements. So far as I can tell, PoE has no party AI. It's really quite obnoxious because it takes considerable micromanagement to do repetitive no-brain tasks that could be easily handled with a few lines of script. This takes away a lot of the fun from the game when every combat is micromanaging every character every turn, and effectively downgrades PoE from the real-time RPG genre it aspires to, to a turn-based RPG. It also severely limits the attractiveness of classes that are micro-heavy, like Chanters or Wizards, which should be fun but turn out to be tedious without some kind of AI. Even rangers get repetitive with mark, wound etc. II've ended up going with mostly fighters and a couple other low-micro classes because the spellcasting classes are too tedious to deal with in a productive way, unless one has loads of time on one's hands and enjoys microing every encounter. It's not believable that this is WAD or "a feature not a bug" or omission as having some kind of passable AI, even if not ideal or fully optimized, has really been a fundamental concept and standard of BG and all related games in the genre for close to two decades now. There's a clear benefit to party AI scripts, or even enabling the feature for modders to do the hard work. Recognizing that many of the kickstarter backers are hard-core players who don't mind the micro, party AI is an essential feature for many casual players like myself. So, I like many things about PoE...but my copy is going on the shelf (or will be suspended on steam) until it has party AI.
  2. Thanks, would anyone who has a saved game as one of the consular-type classes (Sith Lord, Jedi Master) be willing to look up and post the actual names and bonuses of the 3 unique force forms?
  3. Playing my last 2 games as a consular, I had hoped to get more than 1 of the 4 "force forms" mentioned on the loading screens. But I never saw anything more than the single form of force channel. The progression of lightsaber/force forms for consulars goes something like this: Determination (Shi-Cho) - Consular 11 Force Channel - Consular 12 Contention (Makashi) - Consular 13 Resilience - Consular 14 I then tried using the editor to level a level-1 character all the way up to level 32, and he never received any of the force forms beyond this. In my current (real) game, my character switched to the prestige class (jedi weaponmaster) at level 15. The jedi master i met on Dantooine and Nar Shadaa taught me more lightsaber forms, but no more force forms. Of course I was no longer a consular, but you can't avoid switching to a prestige class forever! Kreia and other consular characters also never get more than a single force form (force channel) and several lightsaber forms through their entire development until the endgame. So I am rather mystified. Where are the other unique 3 force forms that Obsidian reports only consulars are eligible for? None of my NPC consulars get any of them, and my PC also received none of them in spite of reaching level 15 as a consular before switching to a prestige class. If you stay as a consular, will the jedi (Dantooine, Nar Shadda, Onderon) teach you these force forms instead of lightsaber forms? If so, that would at least convince me that the forms exist somewhere in the game, but they seem largely unattainable, as most characters are beyond level 15 by the time they are force-trained by the first jedi master. The advantages of a prestige class would make it strongly disadvantageous to stay as a consular the whole game (essentially what is necessary) just to pick up the force forms. Force channel is +50% FP regeneration (noncombat) and +3 force power damage. What do the other force forms do? It would be appreciated if anyone could post the stats here as none of the FAQs or posts I can find seem to contain this information. Thanks.
  4. Bao-Dur's face looks like a jigsaw puzzle. Or maybe Kreia's dark apprentice isn't the only who sleeps with vibroswords. Mandalore - the guy doesn't even come out of his armor shell to take a bath. In contrast to Handmaiden, who throws off her clothes as quick as she can. Mandalore must have some major BO. Hanharr -- only for gals who like to date rugs. Right off the bat, we're down to either Atton or the Exile. Not because Atton is that great, but by default, 'cuz Mandalore and Hanharr both have the looks and personality of a droid. Personally, I think HK-47 has a better personality than either of them, but there's that droid thing...
  5. Yep. You can't make the Universal-D implant. Ever. Without a mod, anyway. My prior thread is here: http://forums.obsidianent.com/index.php?showtopic=29845&hl= , but I've reposted the pertinent material below. I've listed below the implants and items that can be created at a lab station with treat injury skill. This list is comprehensive (I used a cheat to enhance my treat injury skill to over 100. Item Required Skill (Treat Injury) Chemicals Medpack 1 20 Adv Medpack 10 40 Life Support 20 75 Antidote Kit 5 24 Implant Required Skill (Treat Injury) Chemicals Bonuses CON12 implants Reflex Package 8 17 Reflex saves +1 Pheromone Package 17 150 CHA +1, Persuade +1 Cardio Package 26 450 CON +1 Strength Package 35 850 STR +1 CON 14 implants Retinal Combat 5 37 awareness +1, immune to critical hits Lornan 18 150 10% electricity immunity, 5% energy immunity Biotech 27 450 regenerate vitality points 1 Power 36 850 STR+2, fortitude +1 CON 16 implants Bioantidote 10 37 CON+1, immunity to poison Nerve enhancer 19 150 stun, fear, horror immunity Reaction system 28 450 DEX+3 Advanced combat 37 850 Attack +1, blaster pistol& rifle weapon focus &weapon specialization CON 18 implants Strength-D 11 37 STR+1, CON+1 Immunity-D 20 150 immune to critical hits, poison, stun, fear, horror Perception-D 29 450 WIS+2, CHA+1 Enhancement-D 38 850 dueling, improved dueling, master dueling, two weapon fighting (TWF), improved TWF, master TWF Required implant CON requires natural CON without item modification or other bonuses (force mastery, force powers) There is no way to make Universal-D implants or other high-end implants.
  6. Aurora, Post your inquiry with the people at Holowan Labs on the lucasforums website: http://www.lucasforums.com/forumdisplay.php?s=&forumid=324 Some talented modders hang out there.
  7. >Visas is sooooooooooooooooooooooooooooooooooooooo >oooooooooooooooooooooooooooooooooooooooo >much more seductive. Gotta love the voice. Just because you saved her life doesn't mean that you have to go charging up her entry ramp.
  8. Is it possible to get your companions to light/dark side force mastery? I have played through and had LS mastery for the 2nd half of the game and had good influence over Visas, Handmaiden, Atton, Bao-Dur, etc. but none of them made it to LS mastery. It looked like they were close, around 98-99, but not quite.
  9. >I was hugely miffed about the lack of an ending but having read the >scripts I consider it a lucky escape and i'm considerably less miffed. Agree. An incomplete or open-ended finale is much better than a complete but horrid one.
  10. Mira is way to whiny. If you talk to her with a male character, she'll start calling you "old guy" and making snide remarks in her gruff voice. Handmaiden has a really bad hairdo. Maybe she should have been named "Spike" or "Biff." Visas wins hands down.
  11. >On the list it says it can be worn by a male PC which is just ever so creepy(and >something i've not tried). Looks good on Mira and the handmaiden though. It can't. The requirements are that the outfit can be worn only by Mira, Handmaiden, and the PC, AND that person has to be female. So male PCs cannot wear it. If you had a game where Handmaiden was male, she wouldn't be able to wear it either LOL
  12. Someone mentioned that consulars get 4 force forms, while the other classes only get 1. Neither the manual nor any hints/FAQ sites I have seen provide information on the force forms that consulars get. Can anyone list the various forms with their bonuses/penalties? I am thinking about playing my next game as a consular but would like to have a better idea of what the force forms do. The force point advantage of consulars is small & largely unnecessary; skill points are few; it is only the +4 to DC of consular powers (at level 12+) that provides them with a meaningful force advantage, and so the force powers would make or break the decision for me. Thanks!
  13. This was posted in another thread. Can someone corroborate or deny? >I've heard the Jedi Master prestige class is broken, as it doesn't get the defense >bonuses it's supposed to, making it worse than a consular. They seem to register as having greater prestige sense as a feat, although whether it works is another question.
  14. the WIS bonus to DEF that males get at the appropriate point in the game...Three questions: 1. What are the prerequisites for it? In my last game, I tested an observation by putting on normal clothing and got the WIS bonus to DEFENSE. Then I took off the armor and put on the miner's suit that you get on Peragus with a +1 DEF and, I think, no DEX limit. My AC went DOWN 1 point, presumably because I had gotten the +1 armor bonus but lost the +2 DEF bonus from my 14 WIS. Apparently the WIS DEF bonus doesn't stack with armor of any kind? Does it stack with jedi robes? Or, is it subject to a cumulative cap combined with DEX with certain armors? 2. Is there a particular character feat associated with the wisdom bonus to DEF? I can't seem to find it on my feat chart. I tried an experiment to try to add it to my female character in the editor just to make the build comparable, but can't find it listed as a feat anywhere in the game. Thanks, Falconhurst
  15. KingofThieves >you can play as a guardian and not miss out on anything except for a >couple of computers left unhacked on Peragus and a scattered few >lines of dialogue that you won't get to see... It's silly. I disagree. Not a scattered few lines of dialogue, whole trees of development. Fixing T3, which gives you a permanent +1 WIS, requires repair and computer skills. You need at least 11 awareness with Mira or it is tough to get the influence to make her into a Jedi. You will break all kinds of good items when you are by yourself if you have to bash chests & lockers instead of using security. You will lose a lot of experience by yourself, as well as good items, if you don't have demolitions skills to diffuse mines and set mines on unbashable locks. Only the Jedi's repair skill is considered when breaking down items; your companions can't do this. If you don't have a good persuade, awareness, and INT, a lot of dialogues will be dead ends. The lists goes on and on; I simply don't have the time or interest to list every point at which the Exile's skills (not companion skills) are used. Suffice it to say that the use of the Exile's skills is frequent and extensive and will effect your ability to influence your companions, your financial status, your equipment, your opportunity for stat bonuses, and more. Darth Banooby: >You all are ****ing dorks I'm glad to see that there are such thoughtful and intelligent replies on this board. How old are you, Banooby? Twelve? Falconhurst
  16. I like Sentinel/Weapons Master because it has all of the features of guardian, with the sole exception of force jump, but with more force points, force immunities (it sucks when your guardian is paralyzed by enemy force users --I think the sentinel immunities are better than force jump), and a lot more skills. Sentinel/weapons master still gets lightsaber specialization and increased melee damage, so the guardian/weaponmaster has nothing to offer for damage that sentinel/guardian does not. Just restricted versatility and decreased role playing from missing out on key items. The question about DEX is a good one. I like having a good defense rating, but there is no question that DEX is the easiest attribute to boost in-game with stat-increasing items. There are more DEX boosters than anything else. You can even make an implant (requires 16 CON) that gives you +3 DEX (this is the only implant you can make that gives +3 to any skill), but there are lots of items that are even better. I don't like to go negative in order to avoid penalities, but a 10 DEX is very acceptable and is probably more expendable than other attributes -- first because it's easy to artificially augment, and second because a lot of the armors (even the ones that allow jedi powers) put a cap on your maximum DEX bonus and so good dex + boosting items is redundant.
  17. >So what are your suggestions for a guardian who wants to enjoy this game to it's >full, and not just hack and slash away?? People who want more out of the game than hack and slash don't play guardian. Play sentinel. Most of the advantages guardian had in KOTOR1 are now gone. The base attack bonuses for guardian, sentinel, and consular are now all the same. In the first twenty levels, guardian gets only one more feat than sentinel, but only one skill point per level instead of three. And lightsaber specialization (+2 damage) which used to be one of the main reasons to take guardian, you can now get as a sentinel if you choose jedi weapons master or sith marauder as your prestige class. In sum, there is really no reason to take guardian over sentinel. It is very hard to get the full role-playing and skill value out of a guardian, and sentinels have nearly the same weapons capability as guardians in the final analysis, but better skills and force points. I like stat allocation like this: STR 14 (or 12) DEX 8 (or 10) CON 14 INT 14 WIS 14 CHA 14 You need INT for skills. Virtually all are important at some point, and sometimes only your main character can use the skills. Why? WIS and CHA are important for your force powers. Even if your focus is on melee, you will want to use the force for buffs and healing. If you cripple your character by taking guardian (few force points) and low WIS and CHA, you will miss out on a lot of the fun you can have with a character who is competent in the force. CHA increases all of your companions ability to hit. It may be as much as +2 to hit for each +1 CHA you have. It also lowers the cost of opposite force powers. My light-side mastery sentinel/weapons master used force lightening all the time and never ran out of force points in the end game due to good WIS and CHA. He could also dish out considerably more simultaneous damage to multiple enemies with force lightening than with fully-upgraded melee skills, STR of 26, full melee buffs, and a fully-upgraded double lightsaber. With level ups, I always take CON for the first 4 stat increases to get to 18. This lets you use good implants that give +2 to all abilities or +3 to the physical (STR/DEX/CON) or mental (INT/WIS/CHA) abilities.
  18. None of the documentation included with the game lists the class skills for different classes, and I haven't been able to find a good list on FAQ sites either. What are the class skills for each of the following: Consular Sentinel Guardian Jedi Watchman Jedi Weapons Master Sith Marauder Sith Lord etc. Thanks!
  19. Still...these are all (IMO) minor issues. It seemed apparent to me from the crash that the other crew members were probably injured; perhaps the Exile was ejected and found himself alone. A little better explanation would be nice, but again, clearly not a gamebreaker. Even a couple of lines of dialogue would address that; this is something that would be very easily patchable. For me the disappointment has nothing to do with the story, which I thought was quite good. It's just that the whole game is so EASY that there are no challenges at all from the moment you receive your lightsaber. That, however, is also patchable.
  20. Just finished the PC version... But the ending was much better than people had been saying. Not a letdown at all for me. It did seem to tie up many loose ends with Kreia's future foresight. And I preferred that more upbeat ending to a dark ending where companions die. Were there some incomplete points explaining why the Exile is without his companions at the end? Yes. Were the final bosses weak? Yes. Could it have used a little more work? Probably. I thought it was really quite good. Not perfect, certainly, but pretty darn good. There were a lot of cutscenes, a lot of dialogue, a lot of explaining. Maybe more could have been explained at a couple points, but the game was hardly the gaping unfinished product that some had made it out to be. I felt that it compares very favorably with most other RPGs on the market, in fact, it is probably the best one out now IMO. The residual issues, like weak bosses and some minor incomplete dialogues (better explanation for why the exile is alone at the end, and introducing Darth Nihilus and Darth Sion), could be fixed fairly simply with a patch. Yes, the game could probably benefit from a patch, but the same is true for most games. I can think of only a handful of games I have that have NOT had a major patch (like the Rise of Nations expansion). I don't consider KOTOR2's unresolved issues to be game-breakers, however. Overall, I think Obsidian did a very nice job. There are so many things they did that make KOTOR2 even better than KOTOR. To name a very few, they made skills necessary and significant instead of meaningless and peripheral. They elevated INT from a meaningless stat to a crucial one. They expanded the workbench/upgrade features that I loved in the first game. They developed the NPCs well and, while there weren't NPC "sidequests," every NPC was deeply involved in the game plot. I really liked the parts where you take control of different NPCs -- the Dxun assault, T3's adventure, Handmaiden, etc. It added a lot to the game IMO and gave some of the feel of the movies even more than KOTOR. I liked the influence system. The classes were well-thought out. The new feats and force powers were great, as were the new items, even though I never found a Universal-D implant . The plot was detailed, well-conceived, and engrossing. There was more to explore and more to do than in KOTOR. No, I don't entertain delusions of perfection, but I think Obsidian did a very nice job overall in filling a tough bill. My biggest complaint is not the ending, but that the game is too easy. Still, that can easily be fixed by modders, like the hardcore patch for KOTOR. And I am definitely excited to see Obsidian make KOTORIII. I think they will do a good job.
  21. I talked to the guy on Nar Shadaa and asked him for localizing information to "prove" the Ebon Hawk was his; heck, I even agreed to surrender the ship to him. But I never could find that other secret compartment he mentioned to. It's supposed to be on the starboard side near Visas?
  22. >but about Visas, consider that if you use master speed (fundamental for every >jedi in my opinion) the defence go up by by 4, so actually your Visas have >a "base" defence rating of 31 as your mandalore. That rating can be improved >even more using other powers, but they are not so fundamental. An interesting point, and I do get master speed for all jedi. The problem I have with that analysis, however, is that using master speed in every combat takes a huge amount of micromanagement. The computer rarely activates it even for jedi support/jedi defense characters; when you use it, it takes a whole round to activate it, in which you miss out on a whole series of attacks. And it is time-limited and frequently runs out before combat is over. These are all things that have to be taken into account when discussing how great master speed is. I do use it, but sometimes it isn't practical to micro-manage each jedi, and the lost activation time and limited duration definitely limit its utility. I wouldn't consider its defense enhancement part of a character's "base" since, for the reasons mentioned above, it is hard to keep master speed up for all three jedi in combat much or even most of the time.
  23. I just checked Mandalore, who I have made into a ranged character with precise shot (5), close combat (2), WS:BP, and master rapid shot/master power blast. With upgraded Zabrak heavy blasters, he does 25-34 damage with the right pistol and 17-37 with the left (different upgrades). This is more average damage than any of my other characters currently inflict with melee weapons or even lightsabers. I have no melee or lightsaber weapons with minimum damage anywhere near that high, even with excellent strength and good crystals. And that doesn't even take into account the +12 he can get from power blast or the extra attack from rapid shot. With his armor, his defense is still good in spite of low DEX: he has 31 defense, while Visas, who I have buffed all the way up to 26 dexterity (+8 bonus) in a jedi robe, only has a defense rating of 27. In several battles, he has taken almost no damage while Visas has been completely knocked out. So I stand by what I stated that Mandalore can and does make an excellent ranged character. I don't mean to slight melee, but the Obsidian people did a nice job in bringing ranged attacks -- which were really subpar in KOTOR1 -- up to snuff as an excellent, highly viable option through the combination of various feats (precise shot, targeting, master power blast) and upgrades.
  24. >Well i got it only thing i cant figure out is how visas is 100%(maxed >out) full light side like me-she is evil after all in keiras words.I level >her up and it recommends dark side spells she allreay has a ton of >dark side spells.Yet she is maxed out light side of the force.Talk about >a useless party member........................ Visas is awesome, probably the best Jedi IMO. She has decent CHA and so she can use dark-side powers even with an LS character without depleting force points. She comes with several ranks in DS powers, and I find it useful to finish out the force lightening path and maybe one or two others before moving into the LS force powers. Not useless at all. And you can get Kreia to go to the dark side, which enhances her damaging force powers. See my spoiler/exploit thread here: http://forums.obsidianent.com/index.php?showtopic=29735&hl=
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