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Randomizer

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Everything posted by Randomizer

  1. Unlike using an atomic bomb to force Japan's surrender at the end of World War II, using the geneforge isn't the same type of solution. Conventional means are going to have to do to crush the Rebellion in order to avoid starting a new war with geneforged enhanced shapers. To see a real world analogy consider back in the 1980's Ronald Reagan sent George Bush to Iraq to help Saddam Hussien in his war with Iran. Bush revealed how the US spy satellite system worked in addition to giving him intelligence to help them "win" the war. A few years later in Gulf War I, Iraq used what it knew about the spy satellites to hide Scud missle launchers in the desert and move around without been detected. The end of Gulf War I left Saddam in power and gave him the power to crush any forces that tried to over throw him. The US "betrayl" of the opposition caused most of them not to support us now in Iraq. So much for technology solving problems. For another example, when the Soviet Union invaded Afganistan, the US provided funds to Saudi Arabia to send people to fight the Soviets. Among those hired was Osama bin Laden and other who became Al-Qaida. Enbolded by their success they decided to get back at the other superpower, the US. Talk about a disgruntled government employee getting layed off and going postal. Trying to created a weapon without adequate controls will only cause trouble later on when the flaws are revealed.
  2. Genforge 1 has a ending where you use the geneforge and leave it intact. This results in a massive war of the gods where those that used it start fighting each other instead of settleling down to a mutually assured destruction truce. Too many people can't control themselves when they are transformed. Although getting back to my original question. Even the little things must be kept secret. Because of the big secret about the geneforge, the Sholai are kept in the dark in GF3 about what happened to their earlier expedition led by Trajkov. Explaining why they were completely wiped out would mean explaining about Sucia Island. This might start a war or convince the Sholai to start hunting for secret information on the geneforge. A simpler lie about finding a wrecked group of ships with no survivors might not be believed, but it would end the Sholai search. Shaper society seems to go into ostrich mode about certain secrets. Hide everything and the problem will go away. This works if the hiders are trustworthy. Unfortuneately this didn't happen with the Geneforge.
  3. Go east into East Medab and then south into the next section. There is an ornk hiding in the northeast corner. The other two are in the next section east in a swamp. They are in the south center edge and east center edge, but be sure to kill all the exploding roamers before you round them up or they might get accidentally killed.
  4. Dikiyoba has a great idea in stacking items in separate piles far enough apart that when you use "g" for get you will only see the one pile. This speeds up hunting for items by having all pods and spores together, then all spare wands and rods, etc. When hunting for a character use the tab key to id everyone on the current screen.
  5. The undead are proof that life is not worth living. That's why they try to convert you to their view point.
  6. What you would need is a storage area similar to the early Avernum games where you could leave characters behind in order to free up a slot. This would be useful in the middle part of the game where you want to have 7 creations at a time and then leave one in order to recruit an NPC.
  7. Quote: Originally written byMu: Every mad scientist needs a torch-bearing mob once in a while. It's a good way to unwind. It helps with unemployment problems by giving the masses something to do. The merchants make money selling torches, lighters, pitchforks, etc. Eventually someone gets to haul away the remains and renovate the ruins. Consider it part of the circle of life.
  8. Avernum 2 version 2.0 is the patch to run the game in OS X. Version 1.0.2 is the older version for OS 9. There are a few files that are different in the update. This also occurs for Avernum 1.
  9. Quote: Originally written by Enraged Slith: My Guardian is a strict no-canister man, but needs a few meat shields to cross the mines at the Hill of Jars. The Hill of Jars has most mines deactivated by finding the rooms with controls that release spores. There is one mine that always goes off near the servant mind that you can sidestep. For the turrents (sentinel plants), a range attack works best preferably on speed so you can retreat if it fails. It's a waste of crystals, but they will usually do the trick. After you talk to the servant mind the rest are deactivated.
  10. In GF1 the sentinels depends upon which direction you enter. Check the FAQ for more information, but if you enter from the east then you have to pay with ability points from your primary stats: strength and so forth. If you killed the other shaper then you have paid the price. I came from the west after killing him and wondered too.
  11. Quote: Originally written by Drakefyre: These forums are definitely a monarchy. I thought they were a theocracy since the high priests have the power of ban. That and the rooting out of all heresies like those of Avenforge.
  12. To Enraged Slith From the FAQ, if your leadership is 12 when you want to join a sect, then you can avoid doing the obnoxious quests. You don't get the experience of doing what you were supposed to do in the quest, but it helps with your moral objections. This is especially helpful when you plan to game the system and join all three sects to get the benefits from each of them. Starting with Awakened, then Taker, and finally Obeyer where you also make sure to get every coin from their merchants too.
  13. I usually send in a mage priest with some potions. Haste and repel spirit at level 3 will take care of most of them. It helps to buff with haste and bless before you grab demonslayer. At worst there is always demonslayer at the end. I think you can send in other party members after the first one dies if you don't mind raising the first attempt.
  14. It's a pain in the neck with the area damages and monsters, but you can get through it eventually. The second rune is on the west side, but to get to it is hard.
  15. Delicious Vlish favored backing up and luring your enemies to their destruction. Even with using the Geneforge in GF1 if you let your enemies swarm you, then you can get slaughtered. There is nothing wrong with a tactical retreat. As Worf in Star Trek: The Next Generation quoted that famous human saying, "He who fights and runs away, lives to run away another day."
  16. Anatomy greatly increase damage from what I have heard. Dexterity only in GF3 increases missle weapon damage which includes wands, crystals, and batons. Dexterity to prevent damage doesn't work well enough to put that much into it. Slarty tried for a dexterous agent and found that he couldn't increase his dodging ability enough to guarantee success. Edit: It might be possible to use battle shaping if you have mental spells high enough that Daze will stun almost all enemies so your thahds have time to close and attack. After Harmony Island you should have thahd shades that will be better able to avoid being hit.
  17. It goes back to which game, character type, and playing style. They all require different skill sets. Battle shaping only works well for meat shields and melee style combat.
  18. If you check the FAQ it will tell you that there are less mind nutrients than servant minds that need to be fed. Jeff's little way of making you prioritize your needs to fulfill all quests and pick the ones that will do you the most good. You can usually get away with not feeding the mind in the Guarded Docks area.
  19. I don't think you can do so without editting the scripts to change your movement rate. I pretty much just find something else to do while I wait.
  20. Check out Strategy Central for information about the different classes and playing styles that you don't get in the manual or FAQs. This mainly applies to Geneforge 3, but with some care you can use it in most games. Battle shaping helps in the later part of the game when you can create a thahd shade with very high dexterity. It can sit in front of your party and draw attacks that will miss it. Generally as a shaper fire shaping gives you the earlier creations and magic shaping can give you vlish that can stun opponents. It usually doesn't pay to get skills where you are weakest in learning them because the cost in skill points will hurt your character. You need some mechanics to disarm traps and it helps to unlock doors. Luck will help you get more monster dropped items. Leadership will grant you more conversation options and will allow you to avoid some quests or get items and information that you would otherwise miss.
  21. Actually for unlocking doors the spell benefits more from spellcraft and other mage skills. Tool use is only for traps and if you don't mind the damage then you only need a little to finish the game.
  22. Out of the choices I voted for Avernum 2 even though I preferred Nethergate. At this point A2 is ahead of all the Geneforge games combined. So much for Geneforge forum bias.
  23. I never found him in Exile or Avernum 2. I always thought that I missed him when I got to the west part of the game and had better things to do.
  24. What do you think about the shaper's need to keep things secret? In Geneforge 1 there was Sucia Island being barred and the reason for it being kept secret. There is the great secret in the Temple of Spirits about shaper origins. In Geneforge 2 you learn about the coverup of the events of GF1 on Sucia Island. The Shapers cover back up the secrets of the geneforge and the canisters. Even the shapers involved in Drypeak keep from the council what they are doing with that secret information. In Geneforge 3 on Dhonal's Island you meet the purity inspector that destroys information that shouldn't be released to the general population. There is also the Sholai visitor searching for news of the earlier expedition led by Trajkov. The shapers say that he never made it and they never heard of him. Knowledge is power and the Shaper council wants to control the release of all knowledge. Only shaper trained mages are allowed to learn certain spells. No release of creation information to mages. Is the secrecy hurting the shaper society or keeping it stable until the rebellion forces it out into the open?
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