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Travers

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Posts posted by Travers

  1. Quote:
    Originally written by Contra:
    That is why having the option to learn Necromancy would be intresting.
    I agree that it would be interesting, but I think that it might take away from the whole story arch too much. I mean, there's no logical reason why either the shapers or the rebels would dabble in it: they both see strength in shaping, which is kinda like the opposite of necromancy. Unless Jeff considered making undead drakon lords or something (which is probably a bad idea wink ).

    So that's why I think curse magic is good, but NOT necromancy. I.e., if curse magic was actually already a part of the entire shaper magic repetoire, but had just never been implemented in earlier games.

    (Bah, thats some confusing verb tenses confused )
  2. Actually, after playing a guardian, I have to disagree that it is the hardest character to play. My guardian character, Melina, was almost evenly invested in intelligence for (fire) shaping, dex and missile weapon, strength and melee weapon, and defensive skills (parry and endurance). And she kicked butt the entire way through. She never once used a baton or wand - the bonus from the guardian claymore was too much to give up. Instead, she relied on her Cryoas (and later drayks) to mop most things up, and when she needed to, she cracked open a swarm crystal or madness gem.

     

    Once she got her final gear, she was nearly unstoppable. And the only time I reloaded was when one of her drayks died or something.

     

    I believe the guardian's strength is that she has more room for error. Drayk's are really pretty hardy creatures, and it is pretty easy to direct the AI's attack. Most of the time, Melina used herself as a tank while her drayk's pounded on the enemy. But if she needed to, she could run away, heal up, and let her drayks take a few hits. This was as a loyalist guardian whose only canister use was the three drayk canisters on torment.

     

    While the agent and shaper may be more "powerful", there were times in the game where getting hit was unavoidable, short of complete avoidance or precognition. Most notably, when things came around the corner AFTER your turn has ended. Or in those maps with automatic damage. And on torment, the agent and shaper both die pretty easily.

     

    Honestly, the greatest difficulty was inventory management. Especially with charms alone taking up an entire row. But with the shaper and agent's lower strength, it must be even more of a pain for them.

    AND!... And... let's not forget who would win in a 1 on 1 fight wink

  3. Quote:
    There is a door in the. . . Infested Shores? (I'm blanking big time with the word, sorry) It's in Dholan Island, west of the "West Dholan Keep Gate" Region. In that region there is a door more or less in the SW. When I approached it the first time there was a spell that made me so afraid I couldn't open it. How do you get in? Do you have to join the rebels?
    There's nothing there. Could be that Jeff set out to do it later and forgot about it, or maybe he just didn't want to do it.
  4. damnit, i knew i missed a drayk canister. I was really looking forward to creating an army of cryodrayks. Oh well, drayks are better anyway :p

     

    PS: did anyone else find it a little weird that you could play through the game as a progressive loyalist using drayks and not get any comment from any of the loyal shapers?

  5. I liked that GF3 brought down the number of factions to two: I like to get the majority of a game in one play through - as I'm sure most casual gamers do too. Also, I think Jeff created GF3 this way because it is simply too much more work. By adding factions linearly, you would have to add dialogue options exponentially: probably okay for two or three though. But GF2 was a mess, IMO. Also, curse magic I agree would be interesting. Although it might seem too much like necromancy, which we learn is uber-forbidden wink

  6. Quote:
    Originally written by Ulrika Jounintytar:
    It doesn't affect the plot in any way. Only you can do that.

    Also, I'm sort of glad you got it to work. Editing, cheating should of course be frowned upon, but I'm a hypocrite because I cheat as well. Anyway.. call me Riibu. smile
    nothing wrong with cheating smile
  7. Quote:
    Originally written by Harlequin:
    Quote:
    Originally written by Travers:
    If you really want to do something worthwhile, script in additional dialogue, create a new subplot. Change the story up a bit. Believe me, just adding a little bit of story dialogue is incredibly time consuming, but ultimately, much more rewarding.
    The problem is you have to spend massive ammounts of time editing half the scripts in the game. You may change somthing that will conflict with another and there would be chaos. I prefer not to upset the balence of the story. I ounce tried to go through all the scripts in gen2 to make it so shanti lived, I soon learned it was more trouble than it was worth so I scraped it. If you want to change the story, please do, but I doubt anyone has that kind of time.
    I know what you're talking about. It's sometimes difficult to find unused variables; but they do exist. I actually have scripted in additional dialogue. A lot actually. I wanted to make Alwan not such a paper thin character. I've created dialogues and redid most of the existing dialogue for the first two islands.

    As for my previous comments, I don't want to argue much about it, its not really important. There really isn't "a community of GF3 editors"; there isn't actually much demand. When I responded, this thread was near the bottom with zero replies. Also, by "simple" I meant a character editor is fairly simple to do. Not that it wasn't complete or anything (although you should really fix that walk speed thing).
  8. The problem with these editors is not that they aren't cool; the problem is that they're too simple. Anyone that spends 5 minutes looking through the scripts files can pretty much figure out whats going on. And if they really want a specific item, all it takes is one additional script line in the correct place. And there is really not much point in making yourself "uber-powerful"; that's what the difficulty setting "easy" is for. If you really want to do something worthwhile, script in additional dialogue, create a new subplot. Change the story up a bit. Believe me, just adding a little bit of story dialogue is incredibly time consuming, but ultimately, much more rewarding.

     

    PS: The player character uses a different creature defintion than NPC Shapers, so there should be no reason to have player walk speed affect anything else.

  9. Quote:
    Originally written by Thuryl:
    Burglaries are common too. That doesn't make them a good thing.
    So you're saying no form of entertainment media should use stereotypes? I'd like to hear you defend that :rolleyes:
  10. Quote:
    Originally written by Kelandon:
    So you're playing on stereotypes. I was assuming that was beneath you, but apparently not.
    I find your holier than thou attitude more offensive. Stereotypes aren't something so heinous - they're extrodinarily pervasive in popular cultre and compter games especially roleplaying ones
  11. I did the last test it at around lvl 24 or so on torment with a Shaper. I had 5 vlish and Greta. The trick is to rotate your attacks and use your party as roadblocks so the golems have to walk a bit before getting to their target. Hopefully, you're able to take one down before your vlish run out of SP. Then its a matter of taking them down one by one.

    PS: vlish rock.

  12. I played G1 and G2, but never really finished them. Moreover, I don't remember exactly what happened. I appreciate that some parts in G3 give a little background history, but there are still some gray areas I have about the story. For example, who exactly were the Sholai, and where did they go? (I also don't remember if they were in G2.)

     

    Also, which endings (if any) does G3 assume? G3 tells us most everything on Sucia was destroyed, except for Ghaldrig(sp?) behind the mysterious door. Did this occur in G2?

  13. About the run/walk speed thing: the script has a strange form of inheritence. If a value isn't defined in the entry, then it inherit the values from the previous entry (which may inherit from the previous entry, and so on). Unless its given an import statement, in which case, it inherits the values from the given numerical entry.

     

    Just thought I'd point that out, in case you didn't already know.

  14. okay well, I gave Alwan a baton. And I'm much much happier with him now laugh

     

    If any of you are interested in that, edit: gf3itemschars.txt

     

    Under Alwan's entry, change:

    cr_abil_num 1 = -1;

     

    to:

    cr_abil_num 1 = 50;

  15. I want to see:

     

    -Dialogue/banter interaction with companions, and possibly romance wink

     

    -Ability to set gender, and have people actually call you by name, instead of "Shaper"

     

    -Support for higher resolutions

     

    -More creations. Not necessarily more powerful, but more variety.

  16. But as a Guardian, Alwan should be able to:

     

    use ranged weapons and batons, use magic (maybe), buff me, heal me, use items, wear armor/robes/belts/etc, pick locks, disable mines, carry my stuff so-that-I-won't-be-bogged-down-all-the-time, and finally, SHAPE!

     

    The fact that he can do none of these things means that he should be pretty good at doing the one thing that he does do: i.e., being a melee tank. He is not.

     

    On a side note, does anyone know how to edit him? I really want to take him, but he doesn't fit my playing style frown

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