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Randomizer

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Everything posted by Randomizer

  1. The GF4 version of agent is still overpowered, but some of the tricks need to be revised. You'll see when it comes out. I tested a variation of Delicious Vlsih's tactics with great success. Figuring out movement and targeting in advanced still hasn't been fixed, but if Jeff starts now then the game will be delayed even more. The game is a little more forgiving of errors than it used to be. Still I lost a few turns with accidental clicks on my character or next to the monster instead of on the monster.
  2. Clawbug on the shell. Definitely not kosher. Magma Dragoon - the guardian type character looks interesting although I haven't tried it. Melee should be easier than in earlier games.
  3. Surface bows were always better than cavewood bows. That's why the first thing you do when you encounter Empire archers is kill them for their weapon. I think crossbows disappeared to simplify the weapon system.
  4. Seeing the article about Jeff in About Jeff reminds me of playiing Eamon and having to map the world on paper. You kids have it easy with graphics and automapping. You don't even have to insert floppy disks and swap out game and data disks any more.
  5. I can confirm that the change is not a confirm or undo command. While it gets rid of a common error that players make it can be a pain when you see what the monsters can now do with the change. It only takes a little while to figure out how to adapt and it does make playing much easier. Still the new AP combat system works better than in the previous games. Also some spells and creations have been changed from the previous games, but that always happens in Spiderweb games.
  6. I got an error message saying the above post hadn't gone through.
  7. I won't say it's the best Spiderweb game, but it is the best of the Geneforge series. Unfortunately everytime Jeff tweaks the game it pushes back the release date.
  8. Avernum 4 first aid works great in the Honecombs where you have a lot of short battles where you can even wind up with more spell points than when you started after using protection spells. I usually had more first aid in the fighters since the spellcasters need every skill point for going up in spell abilities.
  9. The only thing scary about the Dark Waters section of E2/A2 is all that treasure you have to leave behind because you run out of slots and exceed encumberance. Food is never a problem since you can find some further into the section. At worst there are always the mushrooms that make you sick.
  10. Delicious Vlsih's advice is still good that the best way to deal with your enemies is daze (or strong daze later on in the game). This is the single best spell for dealing with most problems. When it doesn't work then you need to use a stronger arguement to permanently remove them.
  11. I don't remember if having a high enough arcane lore makes it readable. There are just some things left there for atmosphere.
  12. In GF3 Dhonal's Island in the Lair of the Creator you have to chose between repairing or not the creator. This is the last chance where both Alwan and Greta stay with you. When you leave the island you will lose one. GF4 gives Jeff's view on which ending is the continuation of the Geneforge Trilogy.
  13. When you are short of essence it sometimes pays to use less intelligent creations. Usually you would rather control them since you can pick the targets they attack. However sometimes it doesn't matter. In GF2 I used a AI controlled creation early in the game and only added intelligence later to control it after the first 8 areas.
  14. The geneforge is set to do the same thing to each individual that uses it. Consider it to be multiple canisters all working at once. In GF1 you don't get to choose what will happen since it was preset by Danette. The Drakon geneforge is set to give them their desired results.
  15. Exile thrown weapons use less action points than bows so in haste you get an extra shot off each round. Still bows are easier to use with the greater variety of arrows.
  16. There is also help that you can get from the gremlin about the secret passage and was it Asp or Scab in the arena audience on getting past the traps. I waited for the big fight when sent by the mayor of Almaria. It was tedious.
  17. There are two groups in the overgrown road. The shaper forces are at the south end connecting to Dhonal's west dock. In the center is a rebel force that will attack you.
  18. Modify the script so you can ask crystal souls to accompany you as special items. It would be a more satisfying ending.
  19. No. You can kill them in any order and not report them until you want to do so. The first time I played, I though that you had to get them all to collect the quest reward so I waited and got less experience.
  20. If you wait a really long time dumbfounding goes away. The easiest ways to remove it are a healer or a restoration potion. I had that happen to me before I found out about the potions and had to fight my way out and rest for a few game days in different places.
  21. Boris is along the north wall of the Eastern Gallery between the 2nd and 3rd bandit strongholds. He's up in a corner so you miss him if you follow the road.
  22. The information about using only 10% of the brain was a made up statistic. I hadn't heard of that particular study on a blind-folded woman, but I do remember reading a few years ago about other related work. It's been shown that the brain will, even late in life, rewire itself to cope with a loss. Brain area functions will be reassigned, new connections can be formed, and in general the brain will try to use under utilized capacity. Servile brains were much like those of serfs in the middle ages. With most of the day spent in backbreaking toil, there is little leisure time for intellectual thought. Sucia Island gave the serviles time to develop since they weren't overworked or having their thinking done for them by Shapers. Most intellectual revolutions were marked by a surge in leisure time for part of the population. Ancient Greece had a golden age in Athens because the slaves did most of the manual labor. You had similar periods in Europe coming out of the Dark Ages.
  23. There were several complaints that people missed being able to bash their heads into the walls to find secret passages and rooms. Now they are forced to do it in reality and there are fewer successes.
  24. There are only a few barriers in the early part of the game that need dispel barrier: Fort Dranlon prison and in the Honeycomb. There should be enough piercing crystals available to be found or bought to deal with all the others before the Tower Colony. There is one in a cache along the lizard shore west of the Nephil Lands. Repeated use of piercing crystals is supposed to bring down the stronger barriers, but I never tried it and you should always save the game before trying.
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