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Aoslare

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Everything posted by Aoslare

  1. This is not actually what ChatGPT does. It doesn't take your actions and words into account. It creates the illusion that it does that, but it doesn't actually do that. It basically just looks for matches, the same way a painter matches new paint to the color on an existing wall, which is why if you try enough variations of the same prompt it can start to feel like you're playing Mad Libs with a randomizer. It doesn't handle concepts holistically or process logic, has no memory, and has extremely limited ability to even maintain internal consistency within a single output of its own. "Infinite" is also demonstrably false. I'm not going to agree to disagree. You can do that if you want. But facts are facts, and this sort of AI model does not work the way you think it does.
  2. I read your original comment; the "or more" wasn't lost on me. I didn't say "oh it's going to be 11 years, gotcha!" You were emphasizing that "it's coming," and I think that 10 years is a very, very optimistic estimate. That's all. The "or more" doesn't change that.
  3. It's the thing I quoted and was responding to ("advanced AI ... They will so closely resemble real people making real decisions that your actions towards them and their responses in kind will be almost infinitely diverse"). I'm not arguing about this, but I will just say that you have some extremely misguided beliefs about what current AIs are capable of.
  4. You're right. This isn't something ChatGPT is even remotely capable of. On about 10 different levels.
  5. Yeah, those tooltips are frustratingly ambiguous. Jeff is updating some of them in v1.02 of Infestation, probably including that one. Extra spell skill (of whatever sort) does the following things: - increases direct damage/healing done by the spell - increases the duration of status effects caused by the spell It does not increase the odds of successfully landing a status effect, and it does not increase the power of a successfully placed status effect.
  6. This reads almost like you are quoting straight out of Matt P's FAQ for original Geneforge 1. You've been doing this a lot. I can only repeat: - this FAQ is not for Mutagen - this FAQ is a good source for finding out where things are, but when it comes to strategy advice, it is extremely hit or miss, with a few fairly bad recommendations in the mix In Mutagen, unlike OG1, the only difference in how successfully an Agent or Guardian can use Dominate is the extra skill point cost of reaching Mental Magic 3. In OG1, increasing skill further had a huge impact on success rate. In Mutagen, it doesn't. So you could absolutely play a melee or missile Guardian who has some points invested into magic and uses Dominate. This might be simpler for an Agent, but there are still advantages and disadvantages to physical attacks, so the Agent will not be flat-out better in every possible situation.
  7. we are nowhere near what is described here, despite the media misunderstandings of current ai models. this isn’t just something that has to be integrated in rpgs, it’s something that has to be born. 10 years for this to be in games is optimistic at best.
  8. pick one. trying to be good at more than 1 of those 3 will just mean you can do 2 things less well. agent for battle magic, guardian for melee or missile.
  9. The gloves receive an extra 1 die of damage per point of strength, in addition to the regular 5%damage bonus. afaik melee weapons skill works as usual.
  10. Trajkov was not a Trakovite, he had nothing to do with them. Their ideology wasn’t based on a lie, it’s just that their name — and only their name — was based on inaccurate information that everyone in the world thinks is the historical truth.
  11. That's definitely not worth spending skill points on. Control isn't even something you need to worry about much if you have a strong team of creations. But when it does matter, which is mostly just early on if even then, this can be managed by titrating your number of creations versus shaping skill (and not leaping to high level creations right off the bat). Every PC level you gain reduces your control problems, so points you put into other shaping skills are ultimately wasteful -- and not a very efficient way to impact control anyway.
  12. Hey Lorn, can you please add in a warning to make a backup first, since you are directing people to install edited game files? Thanks.
  13. This isn't really an effective way to use battle creations. The ranged attacks of clawbugs are not very strong and also not something you can reliably repeat -- if you are really into AoE poison (as you seem to be) it's an option I guess, but it will be dramatically worse than just using fire or magic. Want you really want to do, with thahds or alphas, is have a leap attack you can use to get into range in round one, and then just stay in close melee range. And then with rots, you really want to start combat as close to the enemy as possible -- Stealth helps a lot here.
  14. If you spend essence on unnecessary upgrades, that'll happen. If you don't, and you pump shaping skill instead, you can have a large group of high quality creations. That's my recommendation anyway. G5 I sometimes used Battle Shaping for, in part because it was the only game where it was reasonable to do so, and in part because the Tralls were *that* good.
  15. He hasn't explicitly said it's OK, but he's said positive things about one or two mods over the years, so it seems like it's safely condoned -- so long as it doesn't cause headaches for him. That's why we go to such great lengths to put warnings on things, and why we don't encourage everyone to just script edit all over the place. It's fairly easy to screw up something else in the game that you don't realize your edit will even impact.
  16. No, it shows that the Sholai were nice while trying to obtain someone else's knowledge. We don't know whether the niceness was just an act (though I think we can reasonably say that some individual Sholai, like Yu-La, probably would not be capable of acting). And they weren't trying to take the knowledge away from the Shapers. This is a relevant distinction given that every single non-Sholai sect in the area (even the Awakened!) asks you to steal and sabotage the research of at least one other sect.
  17. "more expensive to upgrade" is just because they are more expensive, period. The upgrades are only an issue if you are going bananas on upgrades, and Magic Creations are mostly not the ones with amazing upgrades. Vlish really don't want any, Glaahks could take 1 or 2 but don't need them, Ur-Glaahks are happy enough with just Dominate. I know some people like the Gazer/Eyebeast AoE; I still thinks it's a waste and wouldn't go past 1 upgrade for Nullity/Dominate, but either way their passives are trash. Whereas Fyoras and Drayks absolutely want 3. Searing Artila could also take 3, but they are twice as expensive as a Fyora whether you upgrade them or not, and they aren't twice as good whether you upgrade them or not. And yeah, Cryoas and Vlish were certainly usable in G4/G5 -- as stopgaps like you said. Staple idk about. Wingbolts were staples. Vlish in particular were just worse than Artila due to their inflated cost.
  18. Hahahaha. Nah, it was more just wanting to slow down progression a bit in the first half of the game, so that level ups make a meaningful difference for a bit longer. With the scaling XP system, this was the only reasonable way to do so. It also pushes you to think a little harder about where you invest your skill points -- especially in combination with the lower starting stats on Torment, which make some skills you would summarily ignore in the base game be worth considering a point or two into.
  19. This is only when your battle betas hit something? And it's when they hit anything? That doesn't sound like something that should happen. I know you were poking into scripting, did you edit any game files?
  20. No, it shows that the leader of the entire expedition was willing to try them when they didn't know what they did. And we know they are addictive. End of story on what that shows. Someone who met friendly folks like Zakary or Ellhrah on Sucia, or worked with someone (Yu-La) who did, and thought they'd have a better chance of a friendly reception in the place they all went. Or it's just historical, isolationist Japan, given access to a bit of magic. Civilizations that are in a guarded, self-protective mode are not generally the ones that are expanding, building empires and subjugating other people. This is an utterly imbalanced evaluation that does not follow from the games. You're declaring the Sholai that act benevolently count as "no actual indication" but the Sholai who are into trading and learning (you call it "coveting", I call it Star Trek) count as "some indications." That's not even-handed, I'm sorry. Reality is, we have no clear indication either way. We have seen evidence of individual Sholai going both ways. Just like we have seen from every other sentient culture in the game series.
  21. It would if walking speed were the only change. Because of the new potted plant effect, it doesn't. I would encourage you to actually play the mod, alhoon 🙂 (The thinking behind the potted plants were that, while it's a fun kind of frustrating to get through those zones safely the first time, it quickly becomes a chore on replays (at least for me). Not actually difficult or something you have to build around, just something that's annoying to keep doing.)
  22. All the Sholai who attack you in G1, including the ones who shoot down your craft, are either heavily canistered, or obeying orders from those who are. You can't take the aggressive behavior of a canistered-up person as representative of their culture. Masha and company are the main non-canister Sholai in G1, and they are openly suspicious of canisters and do not suggest anyone consume any of them. (Yu-La is off doing her own thing.)
  23. Lost Fyora? Aha, in zone 0. I don't see anything I've done that could be affecting this. Are you sure this is different behavior from in the base game? EDIT: I do see scripting in the base game to make it not respawn either if it reaches a certain location, or is killed. The mod doesn't touch the file with that scripting, though. I don't think what you're seeing is mod-related. EDIT 2: If you are leaving the zone before the fyora actually exits the zone, it will respawn. Maybe that's what's happening? The faster walking speed might make that more likely, but (1) it is technically possible to do in the base game, and (2) it's not something that would normally happen even with the mod -- you'd need to take an extremely circuitous route through the first zone and then immediately leave upon triggering the fyora dialogue. Between these two points I think I'm content to ignore it.
  24. Alternate possibility: the Sholai are, in fact, relatively benevolent, as they present themselves. You meet Trajkov after he'd used piles of canisters, and at that point he was not clearly not representative of the Sholai culture in general. (And even at that point, he doesn't seem particularly terrible for this game world. He's shown be to quite loyal and open-minded in the ending, despite being power-hungry.) The non-canister Sholai you meet in OG are rather different, both in G1 and then late in the series when they show up again in G5.
  25. Upgrade costs are a fixed proportion of base creation cost, varying only by rounding, so expensive upgrades aren't really specific to improved magic creations. Cryoas and Vlish were both pretty bad in Mutagen - I'm guessing you mean original G2? Vlish were nerfed in OG4, and fire shaping in general was less exciting in OG3-5.
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