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Claymore

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Everything posted by Claymore

  1. I have recently created a clawbug and a terror vlish, but they dont have any ability that matches their desription. My clawbugs won't poison, Although that was addressed in an earier topic, and for some reason my terror vlish 1) is incapable of inflicting terror on any enemy. 2) it poisions enemies (How that works I don't know) 3) It does fire damage, when terror vlish are cleary magical creatures 4) Does not have a magical slow or stun like regular vlish do. can anyone offer me an explanation for this?
  2. I am currently looking around for the following 1) An infiltrator vest (I looked in the purification plant but didn't find it there) 2) The missing crate that the customs guy in fort wilton wants 3) A wand of the inferno (I accidentally sold the one I found in the greenwood isle mines) 4) someone who will give me bonus money for research notes or shaper equipment If someone could point me in the right direction that would be great
  3. On the first Island, I liked my trusty fyoras the best. Since I has Alwan, there was no need for me to create any thahd. On the second Island, I immeadiately went for the Vlish. They are actually okay at melee now, So for only 15 base essence, I found them a bargain. I never was impressed with roamers much, clawbugs are good, but they cost more for about the same power as vlish. I never liked the upgraded versions of the creations. (thahd shade, cryora, plated bug,terror vlish) becasue they cost so d%&$ MUCH! I understand that having a few strong creations is better than having lots of weak ones because of the experience penalty (more to divy it up between), but what's the use of having a creation that uses up twice as much essence when its only about 50-60% stronger?
  4. I guess I'll put in my two cents: As of now I've gotten to Dhonal's keep, and I am quite impressed. Geneforge 3 is the most developed of the three games. Each one has its own unique attributes. GF1 was interesting because it was the first. you actually got to make these creations and order them around. You got to learn about the shapers for the first time, and he history of sucia Island was very well written. The factions were not entirely critical to how you played the game, as they basically gave you free stuff and advice with what to do with the geneforge. Ultimately, the decision came at the end of the game, and for the most part, the endings were happy ones. In GF1, you mainly got the perspective of the shapers from serviles who had gotten smart, had looked at the shpaer/servile relationship themselves, and decided whether they liked it or not. Also, later in the game, you get the perspective of outsiders who were new to the technology. However, GF1 was still a little...primitive. The spells were few, the world really didn't change based on your actions, and the options for stealth/diplomacy were not as strong as the force method. GF2 was also a great game because of the new creations and spells. There was a clever link between GF1 and 2, and world actually changed based on your canister use and what you say. What I didn't like with GF2 was the factions. They seemed formulaic to me, and you really didn't get much explanation beyond "This is what our faction believes, now join us" from the faction leaders. In GF1, you got to hear from all three factions when you were about 1/4 through the game, in GF2, It takes you about 3/4 of the game to get to the takers. The idea that all four of them are at perfect stalemate isn't very plausible, and the missions they give you are redundant. In GF3, you get an excellent view of the shaper world: Through the eyes of many different well developed secondary characters. The world is very fluid, as how you act in one island affects the other. Alwan and Greta offer great insight. You are given several choices whether to help the shapers or rebels or stay neutral, which don't automatically disqualify you from parts of the rest of the game. Although only two choices does seem a little limited (keep in mind I've just gotten to Dhonal's keep). They underground levels are a clever touch, and the stealth/diplomacy tricks are very well thought out. Rushing in full throttle no longer works anymore (at least not when fighting the four spawners/two servant minds on harmony) That's my thoughts. Hope you enjoy the game as much as I am
  5. almost any item you can equip can be enchanted using these stones. Use an enchanted anvil. Don't bother saving them for enchanting the "best" items. Use them now as you will find many of them throughout the game.
  6. I was hoping that the rebellion on harmony island could be resolved peacefully once the rogues were destroyed, which is what Norell (Diwaniya's assistant) wanted. Diwaniya suggested to me that now that the rogues were gone, the rebellion would end. When I talked to Lankan when the rogues were still there, he didn't agree, but didn't say no either. I was wondering whether the rebellion could be resolved and lankan could thank me at least for killing the rogues IF If didn't have the canister with me.
  7. But if you do take the canister from the underground workshop, how do you get rid of it? I want to talk to lankan now that I have killed the rogues but I can't since I have the canister. Is there any way I can drop it or pass it off? If not, has anyone talked to Lankan after destroying the rogues and didn't pick up the canister? then what does he say?
  8. keep in mind that Greta's strength, dexterity, intelligence, and endurance don't work the same way as your PC. They work the same way as your other creations. For your PC, strength affects how much you can carry and how much damage your physical attacks do. However, for a creation or NPC, strength improves the damage done by ALL attacks. Click on the stats on Greta's stat screen and read the descriptions on the bottom for confirmation.
  9. you never know, who would have believed the first guy who said he had fought an ornk lord? (GF1)
  10. wow, looks like someone has done there homework
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