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Everything posted by TheKian

  1. It starts in the northwestern area of the Okavano Swamp, to the south of all those obnoxious acid worm spawners. After it runs away, if you don't kill it before it escapes, it ends up in the southwestern corner of the Okavano Barrier (the area which connects to the Trakovite Haven) and you can use leadership to convince it to return to the Shapers instead of fighting a bunch of cows again. Things like solidified flame/ice, purified essence, essence-infused iron etc. are produced by (apparently quite difficult) magical processes, from what I've gleaned of the lore.
  2. In the lore of the game, Shapers sometimes have problems with crafting powerful items because they need the scales (or skin, or whatever) of barred creations in order to make those items. Some of the recipe books even mention them looking for alternatives because it is so difficult to obtain the items. This implies that they cannot, in fact, create those individual pieces of creations.
  3. The members of the Shaper council seem to like having control over other members, especially councilors who would be extremely popular with the people after, say, holding back the rebel advance. I'm just saying that they kinda do have the off button (presumably), if you will, to his life support. Breaking news! General Alwan dies after teenage Shaper unplugs his life support to charge his wand!
  4. Hello, all. Due to the present difficulty of modifying zones in Geneforge, I have been working on the wonderous Geneforge 5 Modding Suite program. At present, being a demo, it lacks full functionality, but it can be used to create a fully functional zone and can export data to a text file for use with the Blades of Geneforge spreadsheet document. Feel free to give feedback, but remember that it's only a demo version (all versions will be free, of course). This is the final demo version of the Geneforge 5 Modding Suite. Sometime in the future I will be releasing the full (still free) Shaper Edition 1.0. Latest version. - Trakovite Edition v1.1c Older Versions: Download. Other download. Development photo album. The GUI is fairly intuitive, but feel free to reply with any questions you have. (On an aside, in their respective modes, you can right click on a tile to remove terrain, items, objects, and creatures) Updates: Trakovite Edition v1.1c: Updated save file format. Previous save files will not be compatible with this version, but all future save files will be backwards-compatible. Also added all other pieces of zone information, including world position, linked zones, world symbol, etc. Trakovite Edition v1.1b: Added proper wall functionality. The two kinds of walls can be set to one of 11 options in the 'Edit Zone Data' panel. Tileset information now exports with custom data instead of preset biome-specific data.
  5. Yeah, I mean, we've never seen something like that in a *cough* Geneforge 5 *cough* game... Actually, it was a salve created from wiry moss and/or saltweed using (possibly non-magical) alchemy that works by killing the fungus growing under the skin. Shapers are able to fix severe medical problems by using Shaping, for example sealing the hole in your character's heart caused by the control tool. However, you may recall, doing so results (in the game) in permanently losing a point of endurance. So while it could be possible to, say, create a thahd or servile arm that the body would not reject (while you can perform Shaping on a human, it doesn't seem from the game that it is possible to shape a new (non-servile) human), the process of attaching it to the body could cause severe strain and additional long-term health problems.
  6. TheKian

    Geneforge 5 Modding Suite Demo

    The final demo version (Trakovite edition) of the Geneforge Modding Suite has been released. Whenever the full version is completed, it will be on a new thread. You can download Trakovite Edition v1.1c in this post or in the OP.
  7. TheKian

    G1: Late game starting to be a drag

    Geneforge 3 is usually considered to be the worst of the series, though. Geneforge 4, now...
  8. TheKian

    G1: Late game starting to be a drag

    If you're finding that the enemies are getting kinda boring, you'll want to do the end dungeon. You need to find a stone crescent from a crescent thahd somewhere in the western deserty area. The final dungeon is in the very middle of the desert, pretty much. You have a bunch of high-tier enemies constantly spawning (in the first section of the dungeon, you can turn off the spawning equipment, if I recall correctly) and a bunch of cool bosses, including one that drops a belt which gives you +3(!) to your primary stats (int, str, etc.) They also give you consistent XP if you just want to level up a bit. Although I've never had the patience to bother hitting the level cap in Geneforge (max level in the first game is 30), I believe they'll still get you enough experience that you actually can do it. On an aside, while I've never played Avernum, I can tell that you may find the non-linear gameplay of Geneforge 2 to be... a little boring.
  9. TheKian

    Okavano Cheese

    A. The 'system' to which I was referring was the bonus AP from items system. B. Speed in Geneforge 5 was calculated to give, I believe, something along the lines of a 30% damage bonus. Geneforge 1-4 speed basically doubled your damage, and also let you move farther, which was important for combat stealth. C. Mass energize, which is a relatively lower level blessing magic spell, gives speed to everyone in the party in addition to war blessing and regeneration, which is less essence-intensive than getting all those buffs in Geneforge 5. It's not a late-game spell, either, and you'll almost definitely have it for chapters 3-5 (in Geneforge 4).
  10. TheKian

    Okavano Cheese

    In all Geneforge games except for Geneforge 5, speed gives you 50% more action points. In Geneforge 5, the only way to get extra AP is by having an artifact to increase your AP. Unfortunately, however, the system in Geneforge 5 is complete garbage, and you only have a chance to actually get your bonus AP from items each turn.
  11. TheKian

    Geneforge 1: Place to stash items

    If you have (I think) 12 leadership, you can join the Obeyers, use that one servile to reset your reputation to pro-servile, join the Takers (using leadership to avoid killing Ellhrah) and then leave them and join the Awakened. If, you know, you want to powergame everything.
  12. TheKian

    Geneforge 1: Place to stash items

    Joining a faction is fairly helpful. If you want to join up with the Sholai, go with the Takers. Meanwhile, the Obeyers and Awakened each can give you ability bonuses. Joining the Obeyers will get you a bonus to fire Shaping, while joining the Awakened will get you some like, totally sick, dude combat skill bonuses. Mind, joining a faction is not necessary, and killing literally everything* on the island is also an option. *that can be actually attacked
  13. In regards to creation building, I'm going to have to go with Slarty on this. While, yes, there are plenty of builds that can FINISH torment, it isn't unreasonable to take creation analysis into account when trying to make a torment build warrior (widely regarded as a suboptimal class). The number one reason that you should go with battle/magic instead of fire/battle is that fire Shaping is a more expensive skill. While all the fire creations are fine (except for roamers), you can get the enemy damage resistance penetration with either fire OR battle Shaping, and having both is unnecessary. Since battle creations are cheaper than fire creations and wingbolts are seriously OP, it's most logical to go with battle and magic creations and put the extra skill points you'll get into something else. TL;DR while you CAN make most any build work (just look at some of the ridiculous challenges we have around the forums), going battle/magic instead of fire/battle will generally help everything.
  14. http://spiderwebforums.ipbhost.com/topic/17985-creation-str-boosting-items-in-gf3/ http://spiderwebforums.ipbhost.com/topic/9791-best-weapon-for-a-shaper-focusing-on-creations/ http://spiderwebforums.ipbhost.com/topic/9639-a-problem-with-creature-str-and-hit/ And by word of Jeff himself,
  15. Geneforge 2 is set in the Drypeak Mountains, an area of Terrestia believed to be located between the Turabi Gate in the southwest of the Geneforge 4 map and Gazakii-Uss in the southeastern area of Geneforge 5. The area is most likely fairly close to Gazakii-Uss in Geneforge 5, due to the existence of the original Gazak-Uss in Taker lands there.
  16. In the fluff (i.e. the lore of the game, not the mechanics), the Geneforges in Geneforge 4 are not intended to make you extremely powerful but simply to give humans and serviles the 'ability to Shape'. From the game we also learn that having been Shaped by the Geneforge lets you learn how to Shape new creations much more easily. Clearly their purpose is simply to give the user the ability to acquire new powers more easily, while canisters are used to further augment power (as all the most powerful characters throughout the series become powerful through the use of canisters, not a Geneforge). In Geneforge 5, it was quite explicitly stated that Rawal's Geneforge was restoring you to an earlier template from before your mind was wrecked by being overly Shaped. The power you get in the game comes from having stuff 'reawakened', not from actually being given brand new powers. As a result, we actually don't know what Rawal's Geneforge would do to unaltered humans, although we get a basic idea of what it may do from the obviously Shaped female Guardian (the 'special aid' Rawal gave her to become a Guardian) in Isenwood's Spire. I assume that Rawal's Geneforge was more like the original in augmenting physical characteristics (although the original did also increase Shaping abilities).
  17. TheKian

    Geneforge 1: Place to stash items

    If I am not remembering incorrectly, when I was spawning in large amounts of items using a cheatsy script (in Geneforge 4), I ended up going over the area item limit and crashing the game. I assume it's because the items are being created by scripts instead of being dropped by the player. Still, it could theoretically happen if you fill up an area and get a quest item reward.
  18. TheKian

    Geneforge 1: Place to stash items

    Keep in mind that there can only be a maximum of ~210 different items in an area (including existing items in the area and items in containers). As I have not filled up an area by normal means, I am not sure whether the game will crash or the items will just disappear, but in either case it's something to keep in mind if you're storing large amounts of items, especially in areas that already have a bunch of items in them.
  19. TheKian

    SYNERGY LIST: GF4 Forging

    It's... really just better to send a message to a mod (Triumph or Slarty-aka-a-random-new-name-every-other-day) instead of posting on an eleven year dead thread. Also, most likely, the stats from this were from an older version of Geneforge 4, which had different artifact stats.
  20. TheKian

    Geneforge Guardians "weak"?

    There is a stickied thread about performance issues. If the solutions in there don't work, here is a thread from GOG which likely concerns the DDraw mod previously mentioned.
  21. TheKian

    Geneforge Guardians "weak"?

    I believe that the Guardian in GF5 (and the other Shaper classes, for that matter) still have higher resistances than their counterparts.
  22. Part 2 link. Useful information: Ability and stat ID list Welcome to my Geneforge modding tutorial. In this, we will be focusing on modding Geneforge 5, but the same principles underlying this apply to the entire series. Despite the minor differences between the definitions files and scripts of older and newer games, you can still apply this modding knowledge to older games (especially Geneforge 4, which is nearly identical to Geneforge 5 in terms of design and mechanics). Zone Script Editing: In each game's scripts folder, a zone has two separate scripts: the zone script and the dialog script. For example, the first zone in Geneforge 5, the Pacification Fields, has two zone scripts: z0pacific.txt and z0pacificdlg.txt. The first one holds data on the zone itself. This includes such things as event keys, such as cutscenes and mob states, as well as definitions for 'special' locations (for example, areas where dialog is triggered when you enter them) and the text that shows up above creatures' heads and above the text box at the bottom of the screen. Let's take a look at some parts of z0pacific.txt. beginzonescript; This indicates the beginning of the script. Without this, the script will not load properly. variables; short crime_tolerance = 5; short last_abil; short i; short roamer_warn = 0; short cutscene = 0; short kludge_count = 0; This defines variables for local zone data. This includes how much you can steal before you get in trouble (crime_tolerance) as well as various variables for zone status. 'short' is a variant of number, technically a 16-bit integer, ranging from about -33000 to about 33000. body; beginstate INIT_STATE; Body defines the actual content of the zone script. The INIT_STATE defines how the zone behaves when first created, as player interactions can change it. Inside the zone are such things as: set_level(37,3); set_name(38,"Crazed Roamer"); set_aggression(38,7); change_max_health(38,120); These set data on creatures by their universal ID in the game. This can only be determined by experimentation with modified scripts in-game. In order, they set creature 37 to be level 3, set creature 38 to be named "Crazed Roamer", set its aggression to '7' (likely a state of hostility with lower awareness) and its max health to 120. You will also note that each line is terminated with a semicolon. This is important. if (get_sdf(1,6) > 0) { make_zone_hostile(); } This causes the zone to be hostile if a given SDF (a stuff done flag, which stores universal data across all zones) is true. set_crime_tolerance(crime_tolerance); This sets the crime tolerance to be what was previously defined. break; This finishes defining the state. beginstate EXIT_STATE; break; This defines the exit state, which is empty in this zone. beginstate START_STATE; This defines the start state. In this section are the tutorial guides from the beginning of the game, i.e. gathering your weapons and armor. This section checks whether the flag for having equipped an item (ID 61) has been set and whether it is equipped. If so, the flag is set (so it cannot constantly repeat) and the map tells you to search for the armor in the storeroom. if ((get_flag(0,7) == 0) && (has_item_equip(61))) { set_flag(0,7,1); set_terrain_string_range("Now that you have a weapon, search the locker in the back of the storeroom. Click on a locker, box, or other container to open it.",3); When the zone has been sufficiently completed, that is, when these conditions are met, the zone is set to have been cleared. In this case, it checks to see if the zone has not already been cleared and if a given flag is set. Take note also of the //, which comments out a line. In this file, lines are split by tabs, so only the // clear zone? is commented out. Comments do not impact the script at all. // clear zone? if ((zone_clear(ME) == FALSE) && (get_flag(0,25) > 0)) { print_str_color("Now that this door is open, you can pass this area freely.",2); clear_zone(ME); } This part checks to see if your crime level exceeeds the tolerance of the zone (and hence you could make an extremely crime-tolerant zone by raising crime tolerance to absurd levels) and, if it does, causes the zone to be hostile. In this case, you will notice that an SDF is also being checked. This checks whether you just automatically die, as happens when you anger the zone before being able to leave the Greyghost mountains. if ((get_crime_level() >= crime_tolerance) && (get_sdf(1,6) == 0)) { make_zone_hostile(); set_flag(1,6,1); } if ((gf(1,6) > 0) && (gf(2,1) < 2)) begin_talk_mode(290); This performs a check on a random (get_ran) and, if it is an acceptable value, makes a creature (in this case the artila in a side room) hiss. if (get_ran(1,0,100) < 10) give_char_text_bubble(36,"Sss."); Here, the actions in the final cutscene occur. If the cutscene has not yet occurred (gf(0,1) == 0), it checks to see whether creature 50 (the vlish) is dead (char_ok(50) == FALSE) or (the characters || mean a logical OR, while && means AND) its health is below one half, it starts a cutscene, spawning Rawal and moving him around before finally murdering everything. break; The INIT_STATE finishes with another break. At the end of the file, a number of states are defined. Here, interactions with certain objects are defined, as well as extra tutorial information for the player. Dialogue Scripts: The dialogue script, z0pacificdlg.txt, is much more readable. It starts in a similar way. begintalkscript; variables; Dialogue is split up into a set of talk nodes, each of which is defined by begintalknode;. There is a limit to the number of these you can have, although I'm not entirely sure how many are possible in total (per zone), but I believe you can have at least 200 per zone. Let's take a look at the first talk node. begintalknode 1; state = -1; nextstate = 180; condition = get_sdf(0,5) == 0; question = "special"; text1 = "As you stumble through the barracks, your head clears. A tiny bit."; text2 = "It looks like you have been living cramped in here with a dozen serviles, the short, humble servant race of the Shapers. It is peculiar. Why would a human be left to live in squalor with them?"; text3 = "Also, your clothes are unusual. They seem like the outfit of someone in authority, perhaps a soldier or a Shaper. They are ill-fitting and torn, though. And in need of a wash."; text4 = "It looks like you have been living cramped in here with a dozen serviles, the short, humble servant race of the Shapers. Since you are a servile yourself, that seems like it would make sense."; text5 = "And yet, it doesn't feel right. The Shapers keep their serviles ignorant and terrified of authority. Somehow, you know that you deserve better than to be living in this squalor."; text6 = "The sounds of chaos and panic coming from outside are showing no signs of ending. You start to look around for something you can use to defend yourself."; action = SET_SDF 0 5 1; code = if (creature_type(pc_num()) == 46) { rs(2); rs(3); } else { rs(4); rs(5); } sf(97,0,100); break; The state is, in a way, the address of the talk node. The nextstate value indicates the state of the next node in the 'series'. A state of -1 or nextstate of -1 indicates, respectively, that the talk node is the first in a conversation or the last. In this case, we have a modified dialogue script where the nextstate points to my Geneforge 5 character editor for testing purposes. Consequently, anything with state = 180 will show up as a conversation option in the list here. Note: In this scripting language (which appears to basically just be C++), the comparison to see if something is equal is ==. A single = is used to set a value, e.g. short value = 1. Condition indicates whether the talk node can be reached. If it's an option in conversation, condition will determine whether the node will show up in the list of responses. 'Question' indicates the text of the option in the conversation list. when a talk node starts as the result of - for example - talking to a creature or object, the question is named "special". In a dialog list, the question would be whatever the player says or does, e.g. "Continue.", "Nevermind.", "Did that creation just say yanny or laurel?", etc. There follows a list of text items. Each is printed out in the dialog box, one after another. You can safely have--at most--8 text options. However, I would advise sticking to a maximum of 8. The lines of text of a few important characteristics. One, and this is very important, the length of the 'string' (that is, a section of text) cannot exceed 256 characters. If you attempt to do this, the dialog script will break. Secondly, as the string is enclosed in quotes, if you want to have quotes inside the text itself, you need to put underscores. That is, if you wanted to print out "Hail and well met," the cow said., the associated string would be "_Hail and well met,_ the cow said." Finally, the quotes enclosing the string are not optional. They indicate its beginning and end. The action can do a few different things. For the most part, you'll probably want no action. However, when you want the conversation to terminate on this option, you will want to set action = END_TALK;. You should also set state to -1 for this. You can also, as this conversation does, set an SDF. You can do literally the exact same thing in the code section, except with multiple stuff done flags, so I personally do not see any reason to use this. Take a look at the various dialogue scripts to find what various other ones do. The final section is the (optional!) code block. In this, you can do all the coolest things in a conversation. In this case, there are two functions being used. rs(number) removes a string with the appropriate number inside it. For example, rs(2) removes text2. In this case, it is being used to display different strings for serviles versus every other class. The other function is sf, which sets a flag (gf, for reference, gets the value of a flag). In this case, flag 97 0 is being set to a value of 100. There are various other things you can do here, including but not limited to: Give items with reward_give(item id number); Give special items with set_spec_item(special item id, number); Give the party XP with award_party_xp(amount,level of xp); (if you want the XP to scale with the PC's level, use get_level(pc_num()) for the 'level of xp' parameter). Alter the PC's stats with alter_stat(stat id, amount to increase); In this last case, the PC's stats include not only attributes and skills, but also spell and creation levels and resistances. A partial list of the different stat IDs is: The code block is terminated by a break statement. Talk nodes without code do NOT have break statements. This concludes the script editing portion of the tutorial. Stay tuned for the definitions tutorial, where we will learn how to modify items, spells, and creations.
  23. TheKian

    Geneforge mods?

    There are a number of different mods, actually. Aside from Alhoon's mods for Geneforge 5, and the separate artifact weapons mod which it integrates, there is also my artifact weapons mod for Geneforge 4, and some other small mods another guy made. Also, there are a number of different character editor mods (that allow you to improve your character in-game) for (I believe) each of the Geneforge games, which you can find in the strategy central thread for each of them (if none are on the forums, I actually have some private ones for the first three games). Also, if you're interested in making your own mods, I'd suggest checking out my modding tutorial. It'll also let you change up other mods.
  24. TheKian

    Geenforge 5: Greta

    In the ending, I don't think Greta is mentioned. However, she does actually affect the ending: presumably as a result of her dealings with Astoria being exposed if Greta lives, Rawal becomes the leader of the Shaper Council; if you kill her, however (which I did once and about which I felt rather bad), Rawal is mentioned as simply having dwindling influence (although I do not believe Astoria becomes the head councilor).
  25. TheKian

    Geneforge Calendar Dates?

    There is a servile, Amena Blade, who shows up from Geneforge 1 through 4 (I dunno whether he's in 5 too). You can talk to him about the past (His location is, I believe, Kazg, Taker village in G2, Rebel village in G3 I think, and Derenton Freehold) and tells you the previous story of the game and also slowly gets older. You'll be able to gather the approximate spacing between the various events in the games, but specific lengths of time are a bit elusive. Seconds and hours, of course, will be same no matter what (not being defined as a portion of a day), and it's reasonable to assume the day/night cycle is similar due to the Earth-like climate (different day/night lengths would probably affect the vegetation in the long term, at the very least.) The year is likely similar to ours in length, given references to the unusually long lifespan of serviles and how serviles who are somewhere in the realm of 150 or so are exceptionally venerable. Finally, off the top of my head, the only two logs of which I can think that make reference to lengths of time are Monarch's journal in G4 (which simply refers to "Day XX") and a journal in the sealed lab in G1, which refers to the progressively increasing craziness of the researchers.