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Thread: Quick Question

ViciousTongue
Wed Oct 12, 2005 5:42 pm
#1392



Zuritz wrote:
Ok, dont hit me with the flame bat because i heard this through a post on my galaxies forum and im not sure if it is true.
are they changing the way you unlock jedi? and if so, how?
that is all
and ignore my sig, made like like 8 months ago heh





Nothing has been announced. There are rumors, but they are just that at this time.



---------------------------------------------------
Aakorrh: Dark Jedi and all around bad guy.

Created: November 11th, 2004

Mastered: Bounty Hunting, Creature Handling, Scouting, Carbines, Rifles, Pistoleer, Smuggling, Brawler, Tailoring, Imperial Navy Piloting, Enhanced Reflexes, Force Powers, Force Enhancement.
Zuritz
Wed Oct 12, 2005 5:42 pm
#1393

thanks man



Kallidain-Back in the BH business ^_^
FLMOPE
Thu Oct 13, 2005 5:28 am
#1394

If you make it all the way to ACE you get an exp bonus for every faction. In other words if you master one IMP, one neutral and one Reb squadron you will have the max exp bonus of 3X.. No bugs that I have found or heard of to this point.



Cydarien Outlander Imperial ACE Pilot. Shipwright. Everything else is filler.
Praetor Darkmind Rebel Ace Pilot. Master BH Nothing to hunt..

Don't gloat when you win and NEVER whine when you lose.
Never stand begging for what you have the power to earn.

Revenant 5

607th New Avalon Fighter Wing
Shrakk
Thu Oct 13, 2005 2:05 pm
#1395

What does master ch cap at? at tier 4 0042 ch I'm capping at 1.2m ch exp. does it really go higher than that? or would it be a waste to use those skill points when they'd be better off in something else?


Thanks



Shrakk Taemu - Jedi slaugtered by the NGE
Ohnoes Meagain - Master shipwright now gone
Clueless-wan Bologna - newb but nevertheless, gone
Later all, it was fun while it lasted.
GrimzKeeper
Thu Oct 13, 2005 2:15 pm
#1396

Not 100% but I think that is the cap. Might get a better/accurate response from the CH forums




AleronPre CU Jedi Elder

LAW
Rostiea
Mon Oct 17, 2005 6:17 am
#1397

whats the filename and info what i put in a .cfg file, so i can run multiple instances of the game at once?

Aipoch
Mon Oct 17, 2005 7:47 am
#1398

Ok, so the Ranger revamp is coming up. They're making changes to scout.

Is this going to impact BH's since that is once of our prereqs? Is this going to screw with our TN or anything else?



Dyvimm T'var
Bounty Hunter

AJZ188
Mon Oct 17, 2005 7:28 pm
#1399

I got a question I'm currently trying to make a shipwright/architect out fit, and my question is I have an architect apron That has structure assembly and experimentation on it and it has 3 open slots now if i put a ca with Engine experimentation on it will that cancel out the Structure experimentation or will all of the mods still work fine?......



Thanks for the help in advance




AJZ188
Community Technical Support Representative
Tech Forum FAQ/SWG Live Chat and Knowledge Base

-In Game Info-
Oday Ali - Pre-cu Elder Jedi
Rhade'-Trader(Structures)/Elder SW/Home Designer
My Work in: The Galactic Home Show

AJZ188
Mon Oct 17, 2005 8:09 pm
#1400

any help please....




AJZ188
Community Technical Support Representative
Tech Forum FAQ/SWG Live Chat and Knowledge Base

-In Game Info-
Oday Ali - Pre-cu Elder Jedi
Rhade'-Trader(Structures)/Elder SW/Home Designer
My Work in: The Galactic Home Show

AJZ188
Mon Oct 17, 2005 9:08 pm
#1401

/bump, sorry i would make one for u but imnot on ur server .............any one have an answer to my question yet?




AJZ188
Community Technical Support Representative
Tech Forum FAQ/SWG Live Chat and Knowledge Base

-In Game Info-
Oday Ali - Pre-cu Elder Jedi
Rhade'-Trader(Structures)/Elder SW/Home Designer
My Work in: The Galactic Home Show

Tokklyym
Mon Oct 17, 2005 9:19 pm
#1402

If you're asking if putting they new mods from Tapes will erase the inherent mods from a crafting apron, no they wont.

I just dropped two tapes into my Tailor's apron, and it now reads:
Clothing Experimentation: 5
Clothing Assembly: 5
Engine Experimentation: 7
Weapon Systems Experimentation: 5

or something to that effect. As long as you have sockets, you're good. Remember that if a CA has 3 mods, that tape will use up 3 sockets on your item of clothing.



_______________________________
Tokklyym | Elder Shipwright | Rebel Ace

| Remove inactive player structures.
| Tailors should remove mods from looted clothing and add them to crafted clothing.
| Naritus.

I've been a Talusian, a Tumbler, and a Tailor. I used to camp and I loved to scout.
Now I make ships and fly them.

BlkHwkDwn
Mon Oct 17, 2005 10:25 pm
#1403






Tokklyym wrote:
If you're asking if putting they new mods from Tapes will erase the inherent mods from a crafting apron, no they wont.

I just dropped two tapes into my Tailor's apron, and it now reads:
Clothing Experimentation: 5
Clothing Assembly: 5
Engine Experimentation: 7
Weapon Systems Experimentation: 5

or something to that effect. As long as you have sockets, you're good. Remember that if a CA has 3 mods, that tape will use up 3 sockets on your item of clothing.





yeah, as long as they are not mods already on the piece of clothing and you have the sockets for it, your all set



Alamar Radoki
Rebel Jedi Knight
Arrakeen, Naboo
ARES
Canceled Account: Expires April 22, 2006 It was fun, it isn't anymore
Karriath
Sun Oct 23, 2005 6:30 am
#1404

How many lots does a City Hall use?




KARRIATH'S KEWL KREATIONS #CORELLIA, CORONET 531 -5229
FAMOUS FULLY STOCKED ALL BLACK AND/OR WHITE CLOTHING VENDOR
CORELLIA, CORONET 605 -5258 #KARRIATH'S KREATIONS MAIN KLOSET
.:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:. .:.
MASTER TAILOR PLAYING SINCE LAUNCH * AND ALWAYS A TAILOR


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