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Everything posted by Spirit
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What exactly do you mean by "permadeath mode"?
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There are some maps with civilians, for example t1_surprise has Jawas, t2_rancor has a bartender and prisoners (tho prisoners are rather allies than civilians, and letting too many of them die will fail the mission anyway). Some other maps could have civilians added, for example t2_rogue (Coruscant). Furthermore, there are some places where choice options could be implemented. One that comes to my mind is the ending of t2_dpred. in the original JKA you have to kill the base's commander, Rax, and after that, a cutscene plays where he's dying and you retrieve your lightsaber. Perhaps this could be changed to an option to finish him off for good or spare his life, for dark or light-side points respectively. Also, at the end of t2_rogue, after Lannic Racto tells the player where his assassin droid factory is, one could choose wheter to kill him or hand him over to the authorities.
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A very good idea. Especially if the upgrade system would be like that one in KotOR.
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Cutting doors open w/ saber or force would work well if it inevitably resulted in a firing squad of stormtroopers/mercenaries/whateverenemiesarethereonethemap greeting you on the other side. Basically, you either be sneaky and open the door w/ a key, a switch or somehow else like you normally do in JK2 and JKA, or go brute force but have to fight off a bunch of enemies as a result.
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- Suggestion
- Code Mods
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All it takes is a few triggers. A trigger that periodically fires and spawns a grouop of NPCs if the prievous group is wiped out, and is deactivated when the player kills all guards in the room where the NPCs are supposed to spawn. Setting the "shy" flag on these NPC spawners is a must.
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What I really find unrealistic in JK games is that enemies are usually just standing around at their guard posts and do nothing until you get to them. Sure, some guards are needed, but I think that smaller squads of enemies should regularly spawn in certain rooms that the player have not yet cleared, and proceed to pursue the player. This would help to keep up the tension, and enemies periodically aproaching from the right direction could help the player if he or she gets lost on the map.
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Speaking of the characters of the Academy, am I the only one bothered by the way they are dressed? Especially the Zabrak and Twi'lek females. They would pass better as prostitutes than Jedi.
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There are such Force powers in the Star Wars universe. Force Ionise is an example, it's basically a Force Lightning that is used only against droids, however, Ionise not only damages droids, but also stuns them temporarily. There is also an ancient Sith technique called "Mechu-deru", which allows a Force user to bind droids and other artificial constructs to his or her will.
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I'm brainstorming something like Kinetic Combat. It's known from KotOR II. The Force user (who is Kreia in that game) uses telekinesis to control a whole bunch of lightsabers. I think the remote (aka training remote, the little spherical droids you can summon)logic could be abused somehow to recreate it, with invisible "remotes" armed with lightsabers being spawned by the force power. Now, Jedi aren't wizards, they can't make lightsabers appear out of nowhere. A solution to this problem would be if the player could pick up lightsabers dropped by dead enemies, and then use the said lightsabers as "ammo" for this power. If an enemy manages to shoot / cut down a lightsaber used in Kinetic Combat, it would be destroyed. If the shockwave of an explosive reaches a lightsaber, or if it is hit by a lightsaber wielding enemy with great power, or if the Jedi runs out of Force points, the lightsaber(s) would deactivate and fall to the ground, ready to be picked up again. The flying lightsabers could be controlled three ways: -the power would behave much like saber throw level 3, but the Jedi throws a bunch of sabers instead of just one. The higher the level of the power, the more sabers the Jedi can control at the same time, but s/he is still limited by the amount of lightsabers s/he has. Another difference is that instead of just mindlessly spinning in the air, these sabers would mimic actual fencing moves, deflect blaster bolts, parry attacks etc. -the sabers would actually be NPCs summoned by the Force power, who seek out and attack nearby enemies on their own. -the sabers would actually be NPCs summoned by the Force power, one of them would be controlled by the player the same way NPCs are controlled through Mind trick lvl 4, and the rest of the lightsabers would follow the controlled one.
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I did some research on cortosis. It's mined on the following planets: Obredaan, Bal'demnic, Duro, Katanos VII. I kinda like your story, but I'd keep Rosh, he's the ultimate asshole, we need one in every game, however, I guess noone will miss him if Tavion kills him (or Jaden does). But there's one thing: how does Kyle know that it was Tavion who stole the Valley's power? She's not the only one to know its location, and draining the power of a Force nexus is beyond anyone's power, or at least that's what Kyle thinks until Luke finds info about the scepter. Sure, he might have a suspicion though. What I find really fascinating is that in this story, Kyle is present on all missions, and there might be a way to make the missions coop mode?
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Well, even if Tavion somehow recaptured the Valley of the Jedi, the mining operation on Artus Prime was ended by Kyle, and the planet itself was under NR control, so there would be no supply of Artusian Crystals. But it is indeed interesting that we never get to know if Tavion managed to steal the Force power from the Valley. Damn, the more I dig into it the more I'm convinced that the "plot" of JKA just can't be salvaged. Dark Side Jaden had the right idea to keep the scepter and all the stolen Force power for him/herself instead of engaging in necromancy and distributing it to a bunch of incompetent morons in ninja suits like a certain Dark Jedi did. With all that power, Tavion could have become a living God, but noooo...
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Well, Wookieepedia is quite clear on the matter.
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The Force Crystals were infused with the power of the Valley of the Jedi, and then they were used to empower stormtroopers. (http://starwars.wikia.com/wiki/Artusian_crystal). I think the reason why Shadowtroopers needed a crystal and Reborn didn't is that stormtroopers were not Force sensitive at all, while the members of the Empire Youth who were chosen for the Reborn program did possess some Force sensitivity to begin with. With the valley of the Jedi secured by the New Republic, there was no way to enhance any more crystals and make Shadowtroopers.
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From wookieepedia: (http://starwars.wikia.com/wiki/Shadowtrooper): http://starwars.wikia.com/wiki/Reborn The shadowtroopers were Imperial Stormtroopers artificially empowered with the Force. The Rebron were members of the Imperial Youth. Both groups of Dark Force users were made by utilising the power of the Valley of the Jedi. It is suggested that Reborn troopers were used widespreadly, while Shadowtroopers were only deployed during the siege of the Jedi Temple, this is why there are a bunch of Reborns left even after the new Republic secured Ruusan, but no Shadowtroopers. Note that Kyle and Jaden never fought against the Sith. Jerec was an Imperial Inquisitor, his followers, as well as Desann, Tavion Axmis, and Alora were Dark Jedi. Technically, when Ragnos posessed Tavion, Jaden had to fight a Sith Lord, but even then, Ragnos was limited by to the capabilities of Tavion's body. The cultists of Ragnos weren't Sith or Dark jedi, they were ordinary people infused with the Force using the Scepter of Ragnos, and Force power siphoned from various nexuses, and they lost their power when the scepter was destroyed.
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IIRC Force Protect and Absorb are also featured in Dark Forces II: Jedi Knight, so it's really a continuity error. Force Deadly Sight is also featured in the game. As for the Shadow Troopers: they are simple stormtroopers who were enhanced with the Force by Desann in the Valley of the Jedi. The Valley of the Jedi was recaptured and secured by the New Republic, cutting off the supply of fresh Shadow Troopers. Unlike Reborns who were deployed all over the galaxy, including places like Cloud City, Shadowtroopers were only present on the Doomgiver, the Cairn installation, and the Jedi Temple. Kyle mostly wiped out those on Cairn, sabotaged the Doomgiver, and the very few Shadowtroopers who survived the siege of the Jedi temple were captured.
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Continuity: on t3_byss, after shutting down the tractor beam, Kyle tells the player through comlink that "THEY'RE SENDING TIE BOMBERS!" but the said bombers are nowhere to be seen, there are only TIE Fighters. But the whole situation is just pure, weapons grade bullshit. I mean, Imperial fighters attack their own spaceship, because why not. The crew of the said ship gives absolutely zero fuks about it. The attackers are TIE Fighters, and supposedly bombers, which are short range spacecraft without hyperdrive. We can also assume that there are no other capital ships around, because they would probably also fire on the dreadnaught, but no such thing can be seen. In other words, the attacking TIEs are the dreadnaught's own fighter squadrons, who, being short range spacecraft with minimal life support and rations, desperately need a carrier. So basically, the entire ship, along with its fighter and bomber escort just commits suicide because two Jedi are on board.
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I just played through the SP missions with JKE, the mod is epic as I expected. But there's always room for improvement. So here are a few things that I think would vastly improve this already wonderfull mod. Force Repulse This thing is pretty useless in its current form. It takes quite long to charge up and the player gets shot / chopped to pieces while it happens. For all the Force it consumes, one could unleash a Lightning that kills everyone in the room way before Repulse could be used at all. The animation and that bubble effect thingy isn't looking very good either. I suggest scrapping it completely, and replacing it with something more usefull. Force Destruct Currently, Force Protect can be used to defend against this power (and Push, of course). This should be changed to Force Absorb so it would be in tune with the JK1 variant of the power. A new icon would be nice too. Force Stasis I found this to be very, very OP. This power can paralyse any non Force-using NPC for 15 seconds, including enemies like the Mutant Rancor and Boba Fett. Its also has very long range. I suggest it to be reworked in the following way: -its range should be reduced -its duration should be 5 seconds for all three levels -should not affect droids, rancors, and "enemies with strong will" ie.: Boba Fett -instead of its range and duration increasing with the levels, the number of enemies affected should. On level 1 it should only stun the targeted enemy. On level 2, it should paralyse enemies in a cone in front of the Jedi. On level 3, the power should stun all enemies around the Jedi. This way the power would not be OP, but remain usefull. A new icon would be nice too, as the current one is much more fitting for the Force Blinding power that is appearently under development. Force Insanity Currently, this power kills lesser enemies instantly on level 3, I have no idea why, this is not how Force Fear / Insanity is supposed to work. Force Instanity is essentially the Dark Side counterpart of Force Stun, both achieve the same effect but with slightly different methods. Force Stun simply shuts down the brain of the victims, while Force Fear / Insanity overloads it with uncontrollable, primal fear. A new icon for this power would be nice, because the current one is much more fitting for Force Deadly Sight that is under development. Detachable E-Web I loved it, but there are three minor issues. First, when detaching the E-Web, the explosion from the tripod mount wounds the player. There should be no explosion at all. Second, losing the ability to jump drastically reduces the usefullness of the weapon. For example, using them on hoth2 is impossible in some cases, as even the smallest obstancles can't be scaled while holding an E-Web. I suggest that the E-Web should not prevent the player from doing normal, non-Force powered jumps. And finally, the animations could use some improvement. Carrying that bigass laser gun on the shoulder is the most badass thing I've ever seen in JKA, but when my character starts holding it like an E-11 blaster rifle while walking, with the gun halfway clipping into the ground, it just ruins the experience. I suggest that the gun should be kept on the character's shoulder in the same position all the time as when it's firing. That is all for now, I hope the mod's not dead, because JKA was never as much fun as it is with all the new stuff added by this mod. I spammed the WIP Deadly Sight power like no tomorrow, burning everyone in my path. 10/10 would do it again.
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How to add "hidden" skins to the multiplayer model selection menu?
Spirit replied to Spirit's topic in Modding Assistance
I see. I was hoping for some sort of a workaround, like creating a dummy "something_default" skin file that would somehow direct the game towards the real, "hidden" skin. -
How to add "hidden" skins to the multiplayer model selection menu?
Spirit replied to Spirit's topic in Modding Assistance
*facepalming intensifies* No, making icons with names like that won't make them show up in the menu. In fact, these icons with these names are already present in the game, and they don't show up. Renaming the skin file to model_default_brown and the icon to icon_default_brown would make it appear in the menu, but it would show as the default skin for other players (in this case, they would see a green cultist). This is what I'm trying to circumvent somehow. -
The rank key also influences the rate of fire, but sometimes yields... strange results... for example, alt firing and akimbo wielded blaster pistols. Also try the npc class, as it's been mentioned earlier, classes jan and lando shoot faster than stormtroopers.
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How to add "hidden" skins to the multiplayer model selection menu?
Spirit replied to Spirit's topic in Modding Assistance
Would you please explain in detail? What is the supposedly proper way to build the pk3? Because the casual models/players/modelname structure won't yield the wanted results, appearently. -
How to add "hidden" skins to the multiplayer model selection menu?
Spirit replied to Spirit's topic in Modding Assistance
I want to add the already existing but hidden icons to the model selection menu. Is it that hard to understand? -
How to add "hidden" skins to the multiplayer model selection menu?
Spirit replied to Spirit's topic in Modding Assistance
Okay... I want custom skins that are featured in JKA to be featured in the player model selection menu in MP. For example, cultist/brown, stormtrooper/officer, imperial/officer, imperial /commander. I know that they can be acessed via console, but I want them to be selectable in the menu. I'm aware of that I can just edit the textures, make a new player model, edit the skin file, or make a new skin file, but these are unfortunately all client side solutions. I want these skins to be visible to everyone else, just as if I used the console. Is there a way to do it? I checked that out already, most of those icons won't appear in the model selection menu, only in the top right corner in game.