This member has provided no bio about themself...

Comment History  (0 - 30 of 102)
DarthStiv
DarthStiv - - 102 comments @ SerenityJediEngine 2025

Hi Jace!
At thirst, let me claim that I appreciate your efforts to improve JKA's sabercombat greatly. Long live EOC, long live SJE! Still, with all due respect I'd like to draw your attention on several importaint shortcomings of your system.

According to Original trilogy, to block a ranged attack you need a Force, not some weird Block Points (remember Luke's training with a drone on Millenium Falcon). So, basically, there's just ONE schale really (yeah, no that's true even to Swing scale or whatever). Like, you know, a Stormtrooper with a lightsaber should'nt be able to block ranged attacks (at least quite succesfully). To make a saber combat canon- or movie-like, you should really make everything cost Force and balance that cost (as well as regen rate, Force Powers colodown and sort of issues) very accurate - so that in-game you'll think twice how to use it. How you spend FP will determine your combat style, like a Warrior, a Forceuser or something mixed. But, let me notice again, that all is grounded on FORCE. It should be Really re-balanced to make a real Jedi or Sith playing experience.

Second. Let's have a look at saber damage. How many times a Jedi or Sith should hit an average opponent to kill him? Yeah, just one. One hit - one kill, basically. Another importaint canon thing (generally true to ranged attaks as well). Without it the whole saber combat doesn't look authentik at all.

Ok, I know that implementing such high damage scales is extremely EXTREME. Still there's one way to make it work right. Make the Force User units evade more often (the Player may do it automatically, like blocking) by the price of reducing their FP. So, in other words, the more FP you have the less likely you will be hit (still let's make like 30% chance at the 10% FP level). With no Force at all units are likely loose 90% of income attacks.

Hope you'll find my notes fair and reasonable enough to consider them for your future updates. That's all just about what we all know about a Galaxy far-far away...

P.S.: Erm, and did you remember that a Force Push is able to kill units like Battledroids if they hit a wall, according to canon Phantom Menace movie? Another issue worth to concider. At the moment Force Push in JKA is quite.. Silly, you know (yeah, will need another Force re-balance and maybe a short period of side-effects when you was hit at the wall).

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Image 9

I already have it, nice work man!

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Jedi Fighter

This mod seems to have a goog potential.
I do really suggest you to use the Serenity Saber system and disable bots and player to jump maybe.
You know, that's all just to make the duels movie accurate!
And could you please replace this terrible Stormtrooper with the DT-85's model? I'd also suggest you removing all the original models and adding new ones. Like Ayala Sekura, Darth Maul, Quinlan Vos and so on.

Best wishes,
St.Iv.

Good karma+3 votes
DarthStiv
DarthStiv - - 102 comments @ Better JA

Nicely done,
welcome to the ModDB man.
Your works have already impressed the creator of the KOTOR 2 Duels mod whom I had send them to!
See you on the VK,
St.Iv.

Good karma+2 votes
DarthStiv
DarthStiv - - 102 comments @ Jedi Academy - Knights of the Old Republic 2 Duels

Blessed be this quality project we have been waiting for so long!

Good karma+3 votes
DarthStiv
DarthStiv - - 102 comments @ Serenity Saber Systems EoC/SJE

I wonder if you could bring back the menus from the previous mod versions?

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ SerenityJediEngine

Is this the end?

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Serenity Saber Systems EoC/SJE

Count me in!

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ force class sense

Just WOW!

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Serenity Saber Systems EoC/SJE

...Impressive, most impressive!
That was an honor for me.

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Kotorpack_v.8.0_Complete

That's definitely model issues, i am not able to solve it (I'm just a humble skinner).
But I can make the hole look a bit better via the shader function cull_twosided. If I decide to make a new version of the addon I'll do my best to avoid such a holes.

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Kotorpack_v.8.0_Complete

Hah, you know so many skins by other authors were used in this pack that it's extremely difficult to remember now which of them are by you exactly...

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Kotorpack_v.8.0_Complete

So what are they?
Some may be caused by the model issues and I am not able to solve them...

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Kotor maps

Hah, thanks!

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Kotorpack_v.8.0_Complete

Mostly evolved customization including a lot of original KOTOR skins I have ported. Just try it, you won't be regretted!

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Serenity Saber Systems EoC/SJE

And another little issue: when the saberthrow is performed while wielding a two sabers it's better to force the player to use the yellow\blue style until the saber does not return (seems odd that you fight with the saber on your left hand performing some unsuitable actions)...

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Serenity Saber Systems EoC/SJE

Well, you know, the Jerec's saberstyles are pretty exciting! They're so much reminds me of a new trilogy's ones, that's why it should be a great idea to make them common, non- specific. There're Sidiou's, Vader's, Sith Stalker's and Anakin's models in your mod, and it's a common knowledge they used to wield lightsaber in a way Jerec does in your mod, complex and aggressively. A pity this is that we'll have no opportunity to use them in MP (it does not allow the usage of models with their own GLA)...
Truly, the best JKA animations ever.
Best wishes,
St.Iv.

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ EoC5

Seriously, the render by Smiletheory adopted for a JKA by JKG developers seems much more realistic and satisfying. Perhaps you should try to work in the same direction?

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Jedi Knight Galaxies

Sweet!

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Kotorpack_v.8.0_Complete

That's fair.
But that would take an amount of time to re-upload and re-archive it, still nearly no need to do this.
The same information is located in the description of this addon, nothing special there is in the readme.

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Kotorpack_v.8.0_Complete

The readme file is located in the .pk3 archive.
It is can be easily opened by a WinRar tool.

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Kotorpack_v.8.0_Complete

So you know man it's a kind of a common knowledge on how to make an NPC's files for every JKA fan.
You should look through the original assets via the WinRar. Look this path: ext_data\npcs\somenpc.npc
You should understand how it works rather quickly 'cause it's really simple.
The main reason of the lack of NPCs in my pack is the JKA's hard-coded NPCs limit you know.

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Jedi Knight Galaxies

So I am pretty mush impressed by your graphical improvements!
By the way, is it combinable with the base or modified JKA engine?
If only it'll be so...

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Serenity Saber Systems EoC/SJE

I can't belive my eyes- EOC5!
That sounds like... Like I dont know what.
It should be named Jedi Knight: Jedi academy 5.
By the way, have you ever thought of making weapons\force powers addable via non- engine assets like sab\npc's files? That would really change this game radically!

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Serenity Saber Systems EoC/SJE

Awesome!
Seems you'v got some more great plans!
Its very cool that this classical old-school game still lives and there are so mush interesting ideas on how to improve it (there are some project on jkhub that is aimed to make a cloth simulation and more natural facial animations. And many more really worth projects there are too).
It is really time to have a break, you have done well.

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Kotorpack_v.8.0_Complete

A new build is available!

Good karma+2 votes
DarthStiv
DarthStiv - - 102 comments @ Evolution of Combat III Pro Incrimental Patch

There are some other proposals which would improve your mod greatly too:
1)SBD class' bash radius is more then 40 I see. That means it is nearly impossible to kill him with a standart saber without saberthrow.
2)Mando class needs to act more aggressive (even with the aggression 5 it shoots you rarely in a small radius. It should shoot you even while using jetpack).
3)Maybe reduse the usage of the saberthrow for the NPC's?
4)Adding Kyle's grab\pull as a level- 4 force powers for an NPC's and player. Jedi\Sith should be able to use mindtrick and force speed. Adding grapple hook for some trooper classes, maybe melee combat for a force- users.
5)Jedi\Sith classes with guns should use a different animation for evading bullet's event. Remember the MP animation of evading saber attacks, especially catas, when a player makes a long step backward\write\left? It would fit NPC's better rather than an odd acrobatics, am I write?
6)While idle and in combat NPCs should move more often.
7) Hmm, hard that would be to manage to do, but very cool! What about learning some classes to use different weapons and to change them like a Jango_Fett class?
I know that is nearly impossible to improve everything and this is hardly ever be done, but I just wrote this to pay your attention on some issues you may wish to work at...
From Russia with best reguards,
DarthStiv.

Good karma+3 votes
DarthStiv
DarthStiv - - 102 comments @ Evolution of Combat III Pro Incrimental Patch

BUG with classes: Eopie's, gonk's, rankor's vehicles and statues (Item npc's) explodes on death...

Good karma+1 vote
DarthStiv
DarthStiv - - 102 comments @ Evolution of Combat III Pro Incrimental Patch

Glad to see that my proposals helped you to develop your project, man, soon I'll look through the new patch!

Good karma+1 vote