Jump To Lightspeed Archive
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 alland 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.
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.
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
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
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?
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?
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
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?
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.
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.
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