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Everything posted by Fort
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Alorael, that still does not explain why it must be in every time at once. I am sure that the DeLorean from Back to the Future only went to specific times and places. At best it would only occupy all the time between dates, which is really no better than any other normal object. Randomizer, that is a pretty big "theoretically". I theorize that through black holes lie the sanity that we have all left at the door.
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Am I missing something here because I don't understand why a time machine must necessarily exist at all times?
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Quote: Originally written by cubgrace: Thanks Guys, This is the nicest group of posters I have ever seen. A support group if you will. Some of us are nice, but overall we are just considerate. Just wait until you get on the bad side of a couple of staple posters. But in the meantime, welcome! I'm sure someone has already told you about the brain eating fluffy turtles, so carry on.
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Well, I assume you mean that you are waiting for the Windows version. It has only been a few weeks, so be patient. It usually takes Jeff a little while to port the game because it apparently is not as easy as running it through a single automated program. If you do read Gone with the Wind, tell me how it goes.
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In all of Jeff's previous games I know it was possible to do so. I have a Windows, so I do not know exactly what the file setup is like for Geneforge 4, but I can tell you to try to look for anything that might look like a save file or folder inside the main Geneforge 4 program folder. Failing that, you can just copy the program to your new computer. I'm positive that should allow you to pick up from where you left off. EDIT: *i, are you sure that the save files are not interchangeable between the two platforms? I always thought that since the game interprets those files with its own format, it did not depend on the operating system.
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Once I got Divine Warrior in A1, I was practically invincible. Grah-Hoth went down rapidly because he could not handle my 3 hit per turn mauling power. My 2 PC party was even more awesome because they were both warriors and because the mage could also cast Arcane Shield eventually. They successfully slaughtered Sulfras without breaking a sweat. Though I have not had the pleasure of trying out the A4 version of Divine Retribution, I am sure it simply cannot compare to Divine Warrior. My favorite spell from the Exile days was the ridiculously overpowered Major Blessing spell. Revive was a lifesaver as well.
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Magical creatures are simply those that evidently have a prodigious amount of magic in them, even from their incipiency or birth. Alien beasts, for example, are not magical creatures because even though the species was created by magic, each individual beast does not have the essence of magic coursing through its veins. Unicorns, upper level demons, and pixies are magical. My belief is that the demons originated in their (uncapitalized) hell dimension and some migrated to the Avernites' for an extended vacation to get away from the agonizingly boring ennui of nothing but lava and fire, not to mention the fact that everything is shaded red. The Vahnatai lived in different cave systems so they did not have too many scuffles, and then the Avernites came and, like rude guests, kicked them back to their own dimension. I guess my wonder now is whether demons can be created in the normal dimension...
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I think it is understood that wherever the demons come from is on a different plane of existence from the Avernite's. It is just another one of those plain old nether dimensions. Nothing to worry about. It is awfully similar to hell because of the lava and brimstone, but I doubt Jeff intended it to be a Catholic hell. That would be too terrifying.
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Your view makes sense because it would create a society of very strong members. Do you give my plan any credit as a method for attaining that? This whole conversation boils down to whether you think a society based on canisters, and therefore maniacal power, is stable. I do not think it would be, and even though you may, you do not mind that it would be massively violent and uncompassionate either. Where's the love?
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That sound was the same as the normal door opening sound. Secret doors are satisfying, but to run into walls for 15 minutes with the stubborn belief that what you desperately need to find is behind one when the answer is actually elsewhere is pretty silly. Almost as silly as spending time in MMORPGs improving your lumberjacking skills.
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I would imagine the Tullegolites would feel too headstrong and arrogant to fully submit themselves to your rule without believing that they could do a better job themselves. It would not necessarily be a fault of the leader, but rather of the concept. It is like forming a united front of individualists. Also, constant vigilance is a given for any leader. It would just be even more wearisome for you. I agree that they would be united in the philosophy of the righteousness of self-shaping, but again that does not afford your army any extra advantage over the other groups, whose ideologies help promote loyalty. Isn't the whole idea behind the canisters that absolute power corrupts absolutely? A stable leadership is necessary to keep the soldiers in line, and I just do not see that happening. My plan would involve setting up a rotation of generals to become puppet leaders who would attract the assassinations while you work behind the scenes. You must counter the dissent within the ranks by swiftly executing rebel and sending possible rebels on impossibly dangerous missions. Your army must be significantly weaker than what you originally imagined, but that is the only way you can maintain control. I hope that is an acceptable trade.
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Since you have conceded the possibility of a coup d'etat, the only point left to argue is whether these threats to the current leadership of your army will seriously hamper it. You cannot possibly promote a doctrine of murderous rank ascension while having coaxing everyone to limit the coups to one a month. The only way I could see you controlling everyone effectively is to achieve mind control of your generals. Even a canister maker or general kept in constant luxury will still think about why he must continue to depend on you for such rewards.
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ET, like Alo said, your plan only functions if it is possible to deter other canister using shapers with gruesome examples. The matter of respect still does not negate that each and every one of them will think himself the strongest dude who ever lived. It might be fun to stick yourself up on a pedestal where you can watch your underlings battle it out, but in the end it is still the armies that wins wars. There is a huge difference between respect and deference.
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Citing the player is lame, Kuber. If anything, the person ruling the Tullegolite army would be the player. I still think that vying for power would cause too much internal stability to keep the war machine going. In your proposed system, ET, even if canister addicts have greater respect for each other, this does not prevent them from having secessionist tendencies. "I respect you Tully, the Supreme Glowing Fiend, but I think I will go start my own uberarmy." "How dare you?! Die!"
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A strictly imposed martial plan like that would work, and this unscrupulous army of canister shaped soldiers led by Geneforged demigods and bolstered by enslaved creations would be unstoppable. However, you still need to deal with the issue of how long a canister crazed individual can stay sane. Why would a powerful officer want to give his underlings an opportunity to dethrone him? You argue that it is because they are trenchant enough to see the ultimate good, but I think the canisters remove their sense of communalism as much as they increase their ego.
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The armor percentages are of course rubbish because none of the actual mathematics behind any of his armor systems involve a sum total of percentages. Different pieces of army provide different individual percentages of protection for damage, and the asymptotic behavior of the caps make everything even more skewed.
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Quote: Originally written by Micawber.: I think if your hit chance is 90% and you can still miss 5 times in a row, then there is something wrong. Either Geneforge sometimes gets "stuck" when generating a random number, or there is some part of the engine that does not properly feed through to the percentages shown. Is it possible that the to-hit % is misleading for a similar reason to the armor %? But when you have a 90% hit chance you hit much more often than you miss, right? Rare incidents like this are not indicative of whether the RNG is evenly distributed, that is, fair. I think the RNG is slightly biased because I am pretty sure Jeff opted for a quick, standard number generating algorithm, but it is not a big deal. If you are constantly being hit by 10% shots, then start being concerned.
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I just remembered where I had seen glaahks before.
Fort replied to Delicious Vlish's topic in Geneforge Series
OK... That's disturbing. When did you have this revelation? -
It looks like a very useful, universal program for cheating. However, I usually stay away from things like this because I have no confidence in that nothing harmful was included with the application. I'm not sure if it's still a policy anymore not to talk about direct hexediting style programs.
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Since when has grammar been a proper noun?
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A Tribute to Geneforge 4 and Jeff's Great Game Creating Skills
Fort replied to I_am_a_Minotaur's topic in Geneforge Series
Why must you taunt us Windows PC users so? Grr, I don't know how long it will be before I get enough time on my hands to play this new game. -
My take on it is pretty simple. The capacity for magical essence is encoded in the genes. Any mage can use magic to manipulate objects and materials; however, it would be impossible to create life by manually inscribing each and every letter of the DNA. Essence contains the essence of life; it naturally helps to guide shapers so they do not have to deal with the specifics of the DNA itself. The permanent, independent creations must have their forms chemically solidified with no magic so that they can persist even without any of its creator's essence. Having your creatures intrinsically tied to you is extremely important when you're adventuring, though.
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I agree with Hume on this one; the difficulty didn't noticeably change the enemies' dodging rates in the Avernum games.
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So it would be fair to say that difficulty modifies monsters' levels to make them stronger or weaker. You don't get more experience on Torment, though.
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It's obviously the most important project he could possibly be working on. He was too busy teleporting anvils around to notice the demons Linda had been summoning in the Tower. I'd love the spell description for it, though. Summon Anvil - This awesome spell summons forth a massive, iron anvil above the head of your foe. When it falls, it deals significant melee damage and often stuns whomever it hits. As you gain skill with this spell, the number of targets increases and the anvils summoned will become heavier and heavier.
