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TriRodent

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  1. That's how I tried to do it too, roughly the same location in each fort relative to the southern exit. And today was the day I learned about the banners...doh
  2. Is Rusty the guy just south of the general? If so, I don't think he ever sent me on a quest...well, other than to go wash my hands.
  3. Lady, (can't easily edit quotes on my supposedly smart fone...sigh, so not going to give everyone a big block of text) As mentioned, there are plenty of uses for spare skill points. Everyone should have some healing ability if for no other reason than to spread around energy usage before combat ends. The first tier of both combat and magic have a skill that everyone should have for the passive bonuses. Etc. Worst case, ship them off to me and I'll make sure that they don't go to waste...
  4. I suppose, although if you're that close to levelling up, a loop from Formello to Ft Draco down to the destroyed fort and back to Formello a time or two would probably give you enough wandering monsters to grind enough xp on. Even if you can get to the tower (discounting the xp for finding it), you're nowhere near strong enough (iirc, it's been a while) to even get to the point where you're told to come back later. Six of one, half dozen of the other I guess. Point being, there's no reason for Mechalibur to restart the game.
  5. If you haven't even gone down the river then there's really no reason to get to the tower now. You need royal clearance to talk to him and you're a loooong way from that. Come back later and the monsters probably will have wandered off, at least enough for you to land
  6. My first and second playthroughs I went to the Ukat first (1st only because I happen to be in that side of the map, 2nd because I knew I needed iron). On the third I went to the Vol because I knew I needed to play things differently for testing purposes. For personal playing (as oppose to testing) I go to the Ukat to get the Ft and a mine or two producing iron. Then off to the Vol for stone for buildings. After getting a couple of quarries producing I 'might' head over to open the woods or (50-50) go back and get another mine or two producing. Iron is so important to maintaining the 'must have' fort shops/improvements.
  7. If you've talked to each of the people on all three regions, it should be reasonably clear just who caused the calamity. Did you get the hint book? It tells your what's next if you're stuck. That said, now that you've got local vassals, you may want to go talk to whoever you left in charge to see if they have any idea about what's going on. Perhaps see if two or three of them can come up with a consensus on how to save the land again...
  8. What I did was open up a Wordpad file, write the code down in the document, and then save it with a notation (1st game, supported 'x,y,z') and then saved it into the save game folder so that I could find it again further down the line. The notation would be important if you wanted to play multiple games supporting different factions to see what changes in QW2. Yeah, I did the same thing on my first beta playthrough. I got a note back from Jeff... "Uh, you missed about a third of the game..." Reload a save from before you went back to see Queen Mom & go have a serious chat with the mage in Ft Haven...
  9. Not sure where they are in a Mac, but after the game is installed in windows, there will be a spiderweb folder in your documents, the save folders will be in there to transfer the file into.
  10. 6ap in combat? I thought that the normal was 5.
  11. Right clicking on it should equip it also (I know it will if it's in your inventory already, not sure if it will directly from a box/chest). But as SK just mentioned, typing the letter of the slot in the box will put it in your inventory, then you can right click.
  12. Switching equipment through the inventory page (say from a sword to an axe) iirc costs 6ap (so can't be done in combat) switching between your sword to a bow (already equipped on your person) is only 2ap. 'Switching' really is only changing from a ranged to melee weapon (or vice versa), not readjusting inventory during combat.
  13. Iirc, there are six that you have to talk with (two from each region). Each region has one true answer and one false. It may take lots of running back and forth to check, but eventually you should hit upon all the right answers.
  14. Jeff is either cracking up or furiously taking notes. You have to wonder if the original plan for QW3 just went out the window. One hell of an extrapolation to wake up to, well done (seriously).
  15. Yeah, there should be at least some grunting spiders somewhere /as they haven't learned to talk yet... //and any that I ran across couldn't really be classified as 'friendly' ///maybe by a Hagrid type of person
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