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lordhoff

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Posts posted by lordhoff

  1. Area of effect spells were in Exile and brought back in the more recent games.

     

    There was a problem with multi target spells in Avernum when the targets were on a slope and close together that caused you to only get one of them.

     

    I seem to be bumping a lot lately but -- I've read that Avadon III will have collateral damage from spells so, if that is true, for area spells to work, targeting would likely be a must so, something may be working in this direction. Perhaps Avernum 9 will have this feature too.

  2. Early in the game, it's much better to unlock higher-tier turrets than to try and level up low-tier turret skills. You can beeline for freeze turrets within just a few levels, and those are good enough to last you through the first half of the game.

     

    I've been generally building to threes to go up the tree so, yeah, it took a bit longer to get to the freeze turret then I switched. Still, gotta keep turrets away from the final battle with the wondering eye - I found that out the hard way :)

  3. Methinks I'm alone here. The low level turrets hardly do any damage so in the early stages, I tend to go with a shadow walker trained to the left, a blade master trained to the right, and a sorcerer. I prefer trained to the left but since our boy is so against killing, I always train him to the right.

  4. Concerning the fact that you, Lordhoff, tried your hand at Avadon first and thus went with the newer game-series, I do see where you're coming from (the point about Gothic I and II). Returning to older interfaces and controls after experiencing the newer ones can be a bit tricky in some games, but personally I don't think that the differences are all that jarring in Spiderweb's games. The core-mechanics remain largely the same, but as we go further into the past in SW's games, the lack of smoothness may make itself obvious; while in games like Dark Souls 1 / 2 and The Elder Scrolls III Morrowind / V Skyrim the differences are much, much steeper and thus make it more difficult for players who try out the newer first, enjoy the older later.

     

    If you are so willing, you may even try out playing the games in a reverse order; many of the games are stand-alones and do not require you to have played the predecessors, although playing the games from first to last may help you in understanding the game-series' universes better.

     

    I'm a bit tired at the time of writing this and thus my answer may have been a bit incoherent or rambly (or at least so it seems to my fatigued mind) and thus I'll throw in a shortened finale: I don't think that playing Avadon first will make it unbearably difficult to play the older games, because the soul remains unchanged throughout the production line. It may be a bit difficult to adjust to the oldest games because of the lack of aforementioned smoothness and polish one may have accustomed to in the newer games, but as I said before, one may skip some of the oldest games* and play the sequels and return to the skipped ones later if one is so inclined.

     

    *In the Avernum's case, you might even go for the Remakes (1: Escape from the Pit and 2: Crystal Souls) since they are essentially the same games with minor discrepancies in lore in comparison to the originals; but the interfaces and graphics are newer, on par with Avadon. The third one is smooth enough to feel like the newest games but with old graphics, with the same going for Blades of Avernum, comprising of smaller scenarios set in the Avernum-universe.

     

    EDIT: How typical of me... My shortened answer winds up being even longer than the original text. Silly me.

     

    :)

     

    --- but effective; I don't believe there will be a problem. I'm not sure if the GOG package deal are the originals or the remakes with Avernum (I didn't know there were remakes when I bought them); only that there are six of them I believe.

  5. Hmmm; looks like I made a mistake. Generally it's best to stat old and work to new as going the other way is often hard to take. I bought bundles of GenForce, Avernum, and Avadon but, not knowing the history, started with Avadon. So, those of you who have played Sw games for a while, is this going to make it hard for me to enjoy the older games, ie, comparing it to the newer Avadon? I keep thinking Gothic I - it was hard to go back to the horrid controls after starting with Gothic II (hopefully the folks here don't mind another company's game being mentioned).

  6. I don't disagree that the Scout could be a plant. I just think that if the Scout was a plant then the Scouts handlers should have left the Scout in place a bit longer to develop a stronger relationship with the PC. The timing of pulling out the Scout (assuming the Scout was a plant) just seems totally wrong to me.

     

    Definitely a bump but, I think the scout is just a coward. He's afraid to do anything so he does what's the least dangerous at the time.

  7. EDIT: also, being there are generally three hands, shouldn't script be plural, ie, we rather then I, hands rather then a hand, etc?

     

    Some script says three years since Avadon sacked, others two.

     

    Some script assumes an action that one may have chosen not to do. For instance, if one volunteers to be a hand, people still say things like "I was conscripted too".

     

     

     

    I suppose with Av-III getting close, these sorts of errors won't be addressed and, really, it's extremely minor but, just in case someone is working on a patch, it has been mentioned.

  8. 1. On the loading page, there is what appears to be two hands with a baby - relate to the game some how?

     

    2. Dragon in the Black Fortress is from Av-I; any reason he's there other then color?

     

    3. What happened to the characters from AV-I - the hands that were you and your team? (the mentally ill sorceress appears to be pictured with plans for the repair of Avadon but that's it s far as I can tell)

  9. I've often wondered why these games don't use a little logic when it comes to loot. In the real world, pre-combustion engine, pack animals were used. One could purchase pack animals to carry items, especially heavy ones. In this game, they'd be a great target for ogres, etc instead of staying around to get slaughtered, the object of the attack could be to steal the pack animals thus generating a side task of sorts to find your loot. Wait too long and you may find the loot but the pack animals were made into stew so you have no way to carry it all. You might find merchants selling recognizable stuff and generate some questions to them about it. More decisions are good for a game like this.

  10. Have you left the zone? The autosave changes when you leave a zone so it would be the last other save you could use.

     

    I have; I just kept playing while things were working. Really, the main affect is slowing down sales since I have to relay from other characters before selling. After not knowing what obtuse item might be needed or might have value in the first play thru so thus hoarding, I now have a pretty good idea of what is truly junk and can be left behind so I haven't had to make any special trips back to the merchants due to lack of room.

     

    My favorite way this was handled was in a game called "Stonekeep" - items were transferred into script on a scroll so even the kitchen sink could be carried in a pocket.

  11. Just read quickly thru these and, while not a hard core RPer, I've played enough different games to have an opinion on the one thing that jumped out in my reading: changing the skills tree to make it easier. This appears set in stone but I for one like forcing the use of the mainly lower skills (bottom horizontal) to go up the tree. So many games allow unnatural builds; AV-I and II did not. Overspecialization makes things unbalanced in general. This is a case of fixing what isn't broke with the usual ending of making it not as good.

  12. I hope you have an earlier save from before the bug occurred, because the best solution is to reload to one.

     

    Unfortunately, no - I generally only save three times then copy over saves and i save a lot (every battle) so I'll just have to not use the junk file.

     

    Posted 14 December 2015 - 04:44 PM #3 How to Fix the junk file filled bug?

    It's also reasonably likely that something else got messed up, the same time as the junk bag got messed up. Either the game saved data in the wrong place or your file got corrupted in some other way.

     

    I haven't noticed anything but it may bite me in the butt yet.

  13. OK, the junk bag says that each space is open but there is a picture of a dagger in every box and if you try to put something in, a message says that it's full. I can live with it but it is irritating. Any ideas on how to fix this? Closing and opening the game doesn't fix it.

     

    EDIT: Reboot doesn't work either and I forgot to mention that this is AV-II TC.

  14. OK; I've actually tried the Randomizer plan but my party dies before damage is significant. I'll try the "cheesy" plan ( sort of did this when I tried spreading them out one to a shade) and see what happens. What do you do about the "powerful constructs"? Once complete, they just swamp the heck out of you - I generally lose my party at that time.

     

    Whew! Made it! It actually wasn't that hard once I crowded into a corner. I answered my own question about the "powerful constructs" too - nothing else to really attack since the turrets took care of the two shade turrets nearby so I kept destroying them until the wisp rotated back to my area. Thanks both.

     

    Jerakeen said: "Now the annotated maps were about 12 tons of work, which is why they are still not done for AV2"

     

    ----- and three is just around the corner with likely another 12 tons. My hat's off to you folks. .

  15. OK; I've actually tried the Randomizer plan but my party dies before damage is significant. I'll try the "cheesy" plan ( sort of did this when I tried spreading them out one to a shade) and see what happens. What do you do about the "powerful constructs"? Once complete, they just swamp the heck out of you - I generally lose my party at that time.

  16. Gotta be another trick here. Tried about six different plans. The constructs are just too hard to damage (the one of three that can be damaged, that is). I can kill the "powerful constructs" easily before they are complete, but another just forms and eventually, my party dies. If I concentrate on the makers of the constructs, they have, oh, 3% damage before I die. There's no place to hide. Can't even send in one suicidal party member to trigger the attack while the others fire from the other side of the gate as it won't trigger until the entire party is inside. Seems impossible, even at level 30.

     

    In Av-I, if I got stuck, I didn't need to bother more experienced players too often because of the excellent FAQ but, alas, that must have been two tons of work because it doesn't exist for Av-II. Any way, can someone enlighten me or is it simply best to ignore this side quest?

     

    I do ask forgiveness - I've had some head injuries in the past and I get frustrated very quickly. I just am not capable of trying dozens of times until I figure out the catch and I often miss the obvious. Still, I haven't grown out of not liking simple so I keep banging my head with the tougher games. I think I left my sanity somewhere else :)

  17. Yes I did, only I was trying to find someone in Dharam who knew where he was, according to quest giver's indications. Thanks for helping, I found him myself and managed to kill him :-)

     

    Try the merchants hall in Dahran (sp).

     

    EDIT: OK, maybe not. I remember the merchant with the intel was in the upper left corner of the building (OK, west in the screwed up co-ordinate system used in the game :) ) but nobody resides there (at least the first time in the town). It may be in the Tawon town. I'll check it out, shouldn't be too much longer until I get there.

     

    EDIT2: It is in Tawon but not a merchant but a government official in the merchant area.

  18. Me thinks I was just tired (or maybe the game was). Last night, I tried again and did just one thing different from the first two tries (when I focused on the Monitor - try three was the 50 kill thing). I sent "pets" to each of the doors to block the reinforcements for a while and this time, my throwing stars did enough damage to see the bar change on the Monitor (the first two times they were registering damage of 3-8; this time around 30 or so). Maybe on the first two tries I just had a long series of bad dice rolls. It was an enjoyable fight - not the utter frustration of the first three tries. I still think there should be a cap on the number of spawns - I really hate it when spawns are used infinitely but that's my peeve - perhaps not to many others share this.

  19. You are correct that you need to kill off the boss monitor person ASAP. Are you making full use of consumables (scrolls and potions) for healing and buffing? If not, that might help. What's your class / which other companion do you have? Based on your team, someone might be able to give more specific tactical advice.

     

    Yes but they ran out after the 50 kills. Class is shadowwalker and companions are Shaman (not sure if it's required but he needs to come) and blademaster. Can't remember the level but it's likely par for the course. Shadowwalker is +1 on the left two columns, shaman on right two, and blademaster on right two. Armed with jade ax (or whatever it's called) and titan steel star; a staff somewhat equal to a mage staff; a steel short sword?? and black oak bow. Armor for shadow walker is good; Shaman fair (swapping seems like gaming it to me so he gets and keeps what I give and I rarely use him), and blade master very good.

  20. Doing the task to allow my Shaman companion to visit his family. Once the fight with the retired Monitor started, a game that had been a lot of fun caused me to quit mid-battle. Why? Infinite, nonsensical spawns. I believe I killed some 50 mercenaries but they spawn as fast as they can be killed. OK, some patrols returned and make things interesting by attacking in the rear but it needs a lid! So, I'm guessing there's a trick - probably killing the Monitor with the three-foot thick armor (really, takes about a hundred hits it seems to get her close to killing and by that time, her stars and troops arrows that cause 50-80% damage per turn are not repairable so all that can be done is to duck downstairs which completely repairs the Monitor. Just plain silly. I'm only on normal too and as easy as many battles have been, I really don't want to make things easier just because of one battle.

     

    OK, griping done. What the be banks deluxe am I doing wrong?

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