Dunbar
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Posts posted by Dunbar
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Quote:Originally written by Jeros:
The top area of this thread board has some scripts to download that make one of the signs at South End turn into some kind of character editor. If you're desperate for money, just download those scripts and replace the old ones, and just get to the South End sign to activate some instant gamer-made cheats.
Now I just go to the sign, fill up on cash, and go about my business. I pick up nothing I don't need. It makes playing so much easier, and I don't feel guilty because having played through once without cheating I know that there is enough cash out there to buy everything I could want; I just don't have to actually go through the tedium of picking up and selling stuff. -
I think the ability to create rogues above and beyond your normal essence pool (and thus beyond your ability to control) is just an ability you don't have as an apprentice. Much like Hoge's ability to pass through a stone wall, or Kyrryc's (how is that spelled?) ability to teleport small distances.
This is one thing I really liked about GF3...you really see new abilities that full Shapers have that set them apart from you, a mere apprentice. Sure you gain a lot of powers and shaping abilites through canisters...but there are more tricks out there you just don't know.
Personally, I think the amount and power of creations you can control should depend on your leadership...after all, high leadership lets you manipulate and control the creations of other shapers. And maybe that's how rogues are created...
Perhaps as long as a creation is directly connected to you (taking up some of your essence pool) it cannot go rogue. So maybe really advanced shapers learn a way to sever this bond with their creation without absorbing it, so the shaper has full use of his essence pool and still has control of the creation. However, this control is now based on his power as a shaper (the leadership skill in game); the greater the number and power of creations to be controled in this way, the higher your leadership needs to be to keep them from going rogue.
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Quote:Originally written by Dragongirl:
3 and if anyone is doing quest for koama in bulwark inn would give more details on it, I would greatly appreciate.
So in the inn, if you help Koama he unlocks a room for you (if I remember right...it's been a while since I did that).
Later, he appears at the Gull north docks, and asks for another quest item (a journal), and gives a necklace as a reward (+10% acid/poison resistance for you and your creations). Not as good as the reward you get for giving the journal to the alchemist in stonespire: healing craft, minor heal, and heal improvements.
Finally, he appears again on the Isle of Spears, at the southern gates I believe. He's gone mad with power gained from the items you've given him; he blames you for it and attacks you. I'm pretty sure he dropped something, but now I can't remember...might have been a shaper's boon. Whatever it was it was useless for my agent so I forgot lol. -
For mechanics, you need a max of 20 as mentioned to turn off a certain machine. There are 2 places to improve mechanics if you are willing to let others shape you (if I remember right). Other than that, you can get +9 from items:
+2 tinker's gloves
+4 +1 each infiltrator's cloak, vest, shield, charm
+2 infiltrator's ring
+1 tinker's bauble
So if you are willing to be shaped, you need 9 base mechanics. 11 base if you aren't willing to be shaped.
For leadership, I think my agent had a base of 7 or so, which was more than enough with +leadership items.
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Holly:
Well, I have to say I have little experience with shapers. I've beat G1 and G2 with an agent, played most of the way through G1 and finished G2 with a guardian, but never got very far as a shaper in either game. Just not my style...my agents and guardians always fight alone. Draging creations along is, for me, tedious.
And the creations you find that you can get to join you are not that useful. A minion you cannot order around is more a hinderance than a help...I'll take one of them on and promptly use them as cannon fodder.
As a shaper I would think you could make headway just through hit and run kamikaze missions...that is, send your minions in while your shaper hides in a safe spot, and kill what you can. If your minions die, go back to town and make more. Though having never gotten to the late game with a shaper, I have no idea how important it is to have creations you have had for a while and leveled up...
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Quote:Originally written by Holly:
I would like to see a bit more realistic strength of monsters versus your PC & creations and a fairer way of assigning experience to killing them. For the enemy to be able to get you (and/or your creations) in one or blows and there's NO WAY without cheating to get them?? I know I'm not the only one to have that experience. I read this list. Or, in the alternative, you kill a supposedly tough enemy in one or two hits and WOW, 50 experience!
I agree on killing tough enemies in a couple of hits being a let-down. The game is a bit offensively focused...in the late game, run around in combat mode and strike first = dead opponent.Quote:You know those bushes that drop massive acid rain on PC and creations? They have killed my whole party in one or two drenches. I've backed off (cheated on "rechargeme" after giving all the essence shield and steelskin because there's not enough essence pods in the game) and tried again with the same result. I'm wearing every bit of acid and hostile resistance gear imaginable. And then when it's all over, 12 experience or some such amount. And people talk about "strategy" ... in this type situation, how can strategy prevent acid from wiping out the whole party (especially when playing as an agent with "adopted" characters as I'm doing right now)?
I've played with my agent and had little trouble. Always always buff (blessing, protection, essense armor, steel skin, haste) and run around in combat mode. That's the safest way.
Oh, and strong daze helps in a pinch.
But I do agree that resistances aren't always as effective as I think they should be.Quote:Not all of us are real experienced at this and I guess what I'm wondering is, should this game be marketed for experienced only? There are times when I don't think easy is easy enough. (I also liked Dragongirl's post about this.)Quote:And I even wonder how experienced players can even face some of the enemies with the one-blow-and-you're-dead capability.Quote:Or how about the ones that you keep repeatedly hitting -- and I mean repeatedly! -- they take NO damage and damage you excessively every turn.Quote:Or when you're slowed and stay slowed for ten turns while they pummel you (you don't have enough AP to even use healing pods) and there's no way without "healmenow." The problem is you may need something in this particular level to be able to go further in the game successfully, like get to an exit to go to another region. Or they may be guarding some critical equipment that you need to make you stronger. But you're stuck because you can't get them.
Really, it sounds like your problem is mostly a lack of haste and hit and run, which can defeat most tough enemies. Strong daze is the best way to deal with groups...though aura of flames is fun when you can do it 3 times a round, hehe. But especially with an agent, try to avoid getting hit. And you don't need creations as an agent...
The Creator
in Geneforge Series - Originals
Posted
As long as you have a ranged attack, he is easy. The key is that he will only spawn up to 4 creations at a time...and those creations cannot open doors. Lure them outside of the upper and lower doors, then shut them to keep them out. He has no ranged attack, so as long as you have firebolt (or wands or a stack of javelins or whatever) you can kill him easily.