jaexer
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Ivan liked a comment on a file: ForceMod III - Return of the Sith (Windows Installer)
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TicNoel501 liked a post in a topic: Several issues
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And one last question, with how congested the map selection is, would I be able to add additional maps to play with the MOD or is the list already maxed out? (Also I do know of Ravenger, Starforge, and Revan Flagship duel maps that have bot paths if you'd like links to those)
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JAWSFreelao liked a post in a topic: Several issues
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Didn't go through all of them but maps with bot paths (in addition to the previously listed maps) Trade Federation Shipv1 Naboo Crystal Swamp Otah Gunga Naboo Hills Padme Home Corusaunt Undercity Kamino Facility Invisible Hand v1 Kashyyk Mygeeto Palace Wars Lost Temple Lost Spider Palp Office V1 Palp Rooftop Mos Eisley Spaceport Cantina Battle for yavin Also I think some of the areas are a bit redundant (3 involving Palps office and like 3 for Nabboo Palace for example) some arenas that I think would be nice adds FFA_Coreillia by Krattle (a lot of ideas for levels to be had) Corellian Platform Encounter by Ceres (begging to be a boss fight encounter) Nar Shaddaa Landing Zone 17 by Exonimus (really nice arena) All three have bot paths.
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No, no what I was asking was spawning enemies.I thought that was something you were working on. And actually quite a few of these maps do have bot paths (I actually already had several of them) Corusaunt day+night Jabba's Palace day+night the mustafar map that isn't in Movie Duels. Millennium Falcon Blue Ice One of the Nabboo Street maps for sure. still need to go through the rest. But I thought I could spawn NPC's to murder.
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TicNoel501 liked a post in a topic: Several issues
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JAWSFreelao liked a post in a topic: Several issues
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Alright! Removed all maps, should have thought of that myself with how many maps are in the mod. Everything works fine, love the new icons for force powers (and especially love the exessive dismemberment setting). One last question, how do I spawn enemies then for multiplayer?
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They aren't in the game data folder, the KOTF folder itself is in the game data. Yes the textures on the map turn into squares, skins disappear, and when I switch back to the menu its returned to vanilla jedi academy multiplayer.
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Tried the launch options bit. Pasted "+set fs_game "KotF" which fixed the BAT. problem, but nothing else.
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Steam User both bat files load the single player campaign for Knights of the Force. Play mod by starting multiplayer and then selected the mod from the setup menu. Multiplayer: When I go to select bots, only shows generic game bots After starting a match, all textures disappear, bots have no AI, and I go from having whatever skin I had selected to being Luke Skywalker. Exit match and I am no longer playing the Mod, it is now vanilla Jedi Academy Multiplayer Installed by pasting files into Game Data, then tried actually moving files into game data. Have not had this problem with any other mod.
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Something I was thinking for balancing things a bit (I think double bladed/dual wielding+dark rage is a little op) and ancient ones are kinda useless) add 'force weapons'. So a limited ammo to this fist based weapon. Give the classes either of these for weapons Tk Blast (give to one dark and one light side) use the animation from the rifle the concussion rifle and have an alt attack with a larger spray. This will also help to give a force unleashed vibe. Only allow the 'weapon' to be use 6 times (3 times for alt attack) before the force user has burnt out that high level of ability. Then 2 classes have a one time use camouflage+one of these two powers Light side-a mirror bot that appears for 2-3 seconds (long enough to cause confusion) Dark Side- I was thinking either spraying a poison gas that hangs in the air for a small window of confusion or 2-3 floating sabers that die after one hit (so Kreia) Finally, the ancient ones and dark sages get all previously mentioned powers, plus Sage: Ancient Lighting-Movie Duels style, throws the opponent. Alt mode has a wider spray. Ancient: Stasis- stuns target for 3 seconds or until hit. Alt-wider spray stuns for 1.5 seconds
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Something that's always bothered me about the game, I feel double bladed weapons+Dark Rage, has a bit of an unfair advantage. Something I think that would be a good counter to this would be taking something like Force Mod III and editing the classes a little bit. I was thinking it would be cool if a modder added as a weapon Tk Pulse: Use the effect from the concussion rifle (but have it come out of the hands) to emulate a powerful telekinetic blast. Alt attack would be a larger blast. Give it a low ammo count (we'll pretend it exhausts the Jedi/Sith too much to do it more) say 10 charges of primary attack or 3 charges of the large splash. This would also help by adding that force unleashed type of attack (and would make mace windu and Yoda feel like Jedi masters) Stasis: Restricted to lightsiders (excluding duel+double blade), freezes opponents for 4 seconds or until hit, alt attack covers a wider field, only half duration. Ancient Lightning: Restrict to dark side (excluding duel+double blade) Primary attack knocks opponent to the floor alt sends them flying. Trying to think of something for a Coran Horn type illusion. Maybe camouflage and generate a mirror that will disappear in 3-4 seconds, long enough to confuse the opponent. Then the dark side alternative would be camouflage+ability to spray a poisonous gas, which would hang in the air causing a temporary blindness of sorts. Downside to all of these attacks of course is that you have to put the lightsaber away to do them, and of course evened out by low charge, still a nice counter to the tank ability of force rage+duel blade. Based on your class, you can only have one of these bonus weapons.
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How do you change the block button. I want it on the mouse, but the only thing that seems to work is putting it on 'R'. When I try to change the button (which is labeled as ???) nothing happens. I also have no idea where the dodge button is.
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ForceMod III - Return of the Sith (Windows Installer)
jaexer commented on JKHub's file in Server-Side
Is there any way you can add a class? Or at least edit bots skills? What I'd like to do (or maybe I could do it?) is Create a class for Vader-Savage Opress-Maul bots where they only have level 3 dark side+lightside powers, not allow them access to healing and force lightning, and give them an armor boost. Then maybe apply the Clone Wars Stance and Effects mod to Vader + Dooku characters. It would just be nice for the immersion. -
jaexer liked a post in a topic: PHRG - ForceMod III Return of The Emperor (FM3RE) Complete Beta Posted!
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Also, I can't do a battle with bots if any of the bots are droids/troopers, even HK47. I'm seeing why you have the lightsaber damage so high. I'd still like to turn it down for duels though, especially if I were to do a duel against a ranged fighter as they really stand no chance. FFA, definitely keep the high damage on that. Also, I like the balancing with the FFA, everyone seemed to have a fair chance at winning, whereas in Vanilla, a dark force wielder with duel blades always seemed to dominate, light side single blade always getting the lowest kills. With this mod, it seems to depend a lot on the map with who will be in the lead, even then it varies.