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Randomizer

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Everything posted by Randomizer

  1. For Mac files just look inside the Geneforge Files folder for Save0 to Save19 folders and copy as many of them as you want or need to a new game on another computer to replace the ones generated when you install the game. They will then appear when you start a game on the new computer as saved games that you can load. I did this a lot during beta testing to transfer the last saved game in one beta to the next one. upon mars - file transferring between computers depends upon whether the file has a restriction against copying. Saved game files have no such restriction.
  2. I agree with The Mystic in that I buy by mail. Jeff is busy upgrading most of his older games so they will run on Intel based Macintosh computers. Between that and the Windows version of Geneforge 4, the Mac version of Nethergate V2.0, and thinking about Avernum 5 he probably doesn't check his orders that often. Also he has two small girls that haven't been upgraded to employees.
  3. The eyebeast in the Eye's Road in Burwood mentions that gazers and eyebeasts can reproduce but doesn't want to talk sex with a lower lifeform (you).
  4. You should have heard the beta testers complaining when Jeff removed mass haste from mass energize in Geneforge 4. The change was reversed in the next beta since speed spores didn't help enough. That is something that I really missed in A4. It was the first mage spell cast going into a major fight since the old major blessing from Exile was gone.
  5. Avernum 4 was mainly to test a new game engine using features from the Geneforge series. Most of what you mentioned doesn't exist. In the earlier Avernum games (1-3) you had a reputation from doing quests that determined whether you could get other quests and how NPCs would react to you. Certain quests like stealing or killing innocents would lower your reputation. Most would increase it. Nethergate also has this as a hidden variable where you get marked for killing/robbing innocents and there is a special reward for being good. The Geneforge series has a different reputation system. In the first 3 games how you respond to opinion questions determined how the different factions (sects) will view you and whether they will allow you to join them. Geneforge 4 changed it from opinions to actions affecting your reputation and there is a list of how each action affects reputation. Avernum 4 quests are more of the moral dilemma type where you make judgements about whether the possible reward is worth fulfilling the quest. Do you kill someone over someone else's moral outrage or let them go. The first 3 Avernum games had a calander where the day of the year would give different special results ( Calendar ). In Avernum 3 and Exile 3 you were racing a clock to finish before a certain date and the cities changed as time went by. There were also the first of the economic quests where you got items or delivered messages for money. Instead of just fighting you could spend your time running errands. In Avernum 3 and Exile 3 you could join the Anama church and no longer be able to use magic spells. You could use priest spells and receive more priest spells earlier.
  6. Hasted A4 divine retribution is great for clearing the screen, especially when fighting the Shades of Ice and Fear (? the one in Almiria). I do miss divine warrior since it gave spellcasters 3 attacks per round. I could clear out Grah-Hoth's demon buddies in a few rounds or race up the tower to kill Hawthorne. My spellcasters used all my remaining energy potions and elixirs slaughtering everything.
  7. You run into marsh worms in the northeast corner between Fort Dunvo and the cave entrance from Formello. No one ever found what they were for.
  8. You run into marsh worms in the northeast corner between Fort Dunvo and the cave entrance from Formello. No one ever found what they were for.
  9. Acid seem to work that way in Avernum 4. Multiple castings of acid spray increased the duration, but it had a maximum effect per round no matter how many were cast.
  10. Daze works quite well on almost everything in that area. It can help to even the odds and give you time to heal if you are taking damage. I found icy and spray crystals are a good way to kill them if you don't have speed spell/pod/spores.
  11. There is an option to let Monarch go alive. No one will like it, especially the Shapers, but the Rebels will let you go into Burwood. By not killing anything you can't get to the anvils unless there is a way to draw the maddened trall out to get killed by Kantor's creations. There are lots of areas where you can't fulfill quests like Circle of the Drayk. I doubt that Thur will be enough help and he will turn on you for helping the Shapers.
  12. Even a lousy apprentice in GF4 can kill a drakon. I did it enough times. With all the cryodrayks and drayks that hate the drakons and ur-drakons, it won't be that hard to pull them down. All they have going for them are the Unbound.
  13. The Trakovites are willing to have a transition period to allow for people to adapt to the future world. Also all existing creations that reproduce will get to exist. So I suppose the rotgroths don't make the cut.
  14. So go to the Dumping Pit and kill the roamers in the entrance. You can sit next to the healing pool and just wait for the poison to hit you every few rounds.
  15. Actually it would be easier to order the Captain to send the thahds on patrol. When the northern patrol reaches the area you can then try to lead Splinterfang out of his hiding place. Probably won't work that well, but it might be possible. You still have to fight Tycho until he begs for his life. Escorting the Caravan through Spireford is hard even though you can daze the soldiers. It's hard to get the right group of serviles to thorn baton the venom turrets. I was only able to get it one out of three times. Lost most of them the other two times as a pacifist.
  16. You need to have some fighting ability or at least a creation to do the fighting for you. It isn't possible to get through every area with leadership, mechanics, and daze. There are a few quests like Splinterfang in Citadel Gates where you have to kill in order to get the next quest. It is possible to avoid killing humans.
  17. Considering the US no longer has a coherent millitary, it is pretty much anything goes. You have to make occupation so painful that there isn't any reason to stay. If there is no centralized resistance, then you can go after the leadership. This is the difference between this hypothetical scenario and the problems in the Middle East. There you have a command structure directing the rebellion and if it is destroyed then most of the rebellion will stop.
  18. I'm for the Rebellion since it forces change and you can always eliminate the worst aspects of it later. Shapers would keep things the same and leave the lesser people to survive in the aftermath.
  19. Quote: Originally written by earanhart: The all-druid Roman party is a painful challenge. The all druid Roman party has less spell energy and selection than the Celtic party, but it isn't that much harder than a regular Roman party. Since they get to use armor and now have multi-target attacks they actually get better as you go through the game. Once you can buy energy draughts and elixirs it makes them easier.
  20. There are a few items, mostly swords, that provide to hit bonuses.
  21. From GF3 on Dhonal Island you find out that advanced Shapers can control their creations from great distances compared to lowly apprentice player characters. Creations as most expendable, especially the new charged, short lived ones, would be out in from. Next would be humans using batons and swords. Mages would provide the attack spells and some support spells. The agents and guardians seem to stay in the back ranks from the way Jeff ran them in GF4.
  22. Has anyone tried an all druid party for the Celts? Since they can use all those neat attack spells especially darts of ice and later soul lances for multiple targets they can do more damage per round than fighters. The best uses I've found for my fighters is as high health shields and pack mules. After picking up a mercenary after the demo you have a ready made shield. There are also several places where you can get charged up to higher health to help with the most dangerous areas. Carry enough energy potions and you don't even have to worry about spell energy.
  23. This was the last discussion, Monarch is You . We mostly considered people that weren't killed by everyone.
  24. Whenever the dialog option occurs to fight your bonds, take it. Run as fast as you can for the northwest door. It gets you out of his attack range while you wait for the door to open. Even if you don't have high mechanics to sabotage the controls there is a servile that can sort of help in Moseh's rooms to the northeast in that area. It depends whose side you are on and what you have done to get to that point. If you are there to help repair Moseh and have leadership 10, then you can avoid a fight.
  25. There is one body in the southeast corner under an electrified line that has a living tool on it. I figured it was worth it the way I use them. The old beta allowed you to reach all the spore boxes without coming down from Rocky Point if you had at least stealth +1. Jeff changed it for the current version.
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