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Everything posted by AnarhIztok2511
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If you'd like a joy that will last, I advise you to buy all and start from the beginning - as said, if you buy the first three together (as a TRIOLOGY) there's a significant discount.
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Thank you! Exactly what I wanted. I will write them down somewhere now
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I tried to search for this, but it didn't work out. Ho0w is it with weapons - they have x-y damage, which I know you have to take the average to get a base damage. But what about that "+ m-n/level"? I mean, the level of what exactly? All the thing that add here? I know this definitely is written somewhere, and also I used to know it, but have forgotten
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Best second trait for a spellslinger?
AnarhIztok2511 replied to Ghaldring's topic in Second Avernum Trilogy
Quote: "However, as your devoted spellcasters shouldn't be in the frontline, they will mainly getting hit by area effect spells, which aren't blocked by parry." Well, a lot of times the fighting is such that there are enemies coming from behind or surrounding you. And some go for your casters first. -
Hello, I've enjoyed this one so far, but now I'm stuck. I have all the items to destroy the vortices, but I don't know how. I don't know how to "throw" something at them. I tried everything I could think of, from throwing things at the floor to just waiting or even attacking them, but it doesn't work. Edit: never mind, it's ok now.
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Do you care if maps are logical / realistic?
AnarhIztok2511 replied to madrigan's topic in Second Avernum Trilogy
Maybe there are no escape routes coz both buildings are surrounded by chasms? Or, there are escape routes (teleportation etc.), but, especially in the case of evil leaders, the leaders are too arrogant to flee and want to fight? -
What am I missing about mind resistance?
AnarhIztok2511 replied to Tuidjy's topic in Geneforge Series
Yeah, maybe he's using a scripted spell, which makes you scared regardless of your resistances and such. I think I've seen such a case before. -
What am I missing about mind resistance?
AnarhIztok2511 replied to Tuidjy's topic in Geneforge Series
Well, thi is odd as I see it. And I don't know the answer to why such low rate of successful blocking. But I do know this. Or at least I think I know. The percentages you have written on the stat screen are just sums of all declared resistances. But in reality I think this has no meaning. Because it goes something like this: If you have one item that has 0,3 MR (x) (mind resistance) the second one 0,2 (y) and the third one 0,1 (z), your actual resistance is, as far as I know, 0,3 + 0,2 * 0,7 + 0,1 * 0,56 = 0,496 (0,5 = 50 %) of resistance and not 60 %!!! Or: [x] + [y * (1 - x)] + [z * (1 - x - y * (1 - x))] So, it is better to have one item that has a 50 % resistance than two that have 25 % each. Also, I have no idea how your own resistances work, ie. the mind resistance gained by intelligence. Maybe it adds the same way, or maybe it even adds normally? Hope that clears up at least something - if I'm rigth of course ps: []'s are added for better crarification. -
Oh, I didn't know about the Avernum games - didn't have the money to buy them, but then Geneforges started appearing , so, I guess, I've forgotten about playing them a little. I've to check the demos Yeah, pity, maybe it's also the engine, who knows, but it'd be nice. Oh well ...
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Well, whatever one may think about Shaper Mitchell's last topic (on spells), on thing there is brilliant. But since I saw how little looks, let alone answers his last two posts recieved, I wanted to start a new thread, which won't be about editing, but about a real idea to Jeff. I heard a lot of people complaining about spells being or at least very soon becoming useless. I also feel that way about some (ok about quite a lot). But remember G3 where Greta could upgrade her spell to a totally different one. Well, it was all encoded in "gf3itemchars" and "gf3objsmisc" files as I figured. Do you think it's possible for Jeff to make it so, that the spells really evolve as you gain levels in them (sort of like that a frist level of war blessing'd just bless, second also shield, third also haste, fourth (Like SM said) also restore essence and or spell points etc. or that different levels of daze'd influence how many you can daze, or that first level'd daze, the next paralyze or something etc. or even that spells'd get totally different abilities)? I think that'd be great, although I've no idea how much extra work that'd mean. What do others think? ps: And sorry, I didn't want to steal a topic from SM, I just thought it was enough of a different one.
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And where could such a person in Melanchion's tower be found? I don't think I've ever seen him/her.
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Well, it depends. If you kill too many Loyalists, it seems the point of no return is much sooner. Click to reveal.. I killed every Loyalist possible and didn't agree with anything they've said, and so when I was leaving the Vahnatai lands, I got attacked by that wizard-lady, who I forgot the name of. OK, she said nice and honorable things about me (us), but still, be did battle.
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Well, about the best game in the series. I think everyone has different preferences. I usually like g2 the most overall due to it's almost total openness and openendedness and an improvement on g1 with the introductions to training and more spells and creations. It also feels as if you are a little more involved in the story than i g1. The biggest problem with the latter is that, as Evni said, at the end it loses its strength by becoming somewhat tedious. But for the most part, the plot is very involved and interesting. But then again, the endings are multiple and quite detailed and I really felt I accomplished something (at least in one ending, not all). G3 was for me a great game, but once I finished it ... it just took me a looooooooooong time to play it again, due to linearity, which I found to be its only real weakness, but a huge one for me. I really missed at least one as involved npc friend as Greta was ( Click to reveal.. I wouldn't know about Alwan, since he left very early due to clash of the ideas. I found it pretty sad he did that, but it was good on the plot side. ). G4 was good, with many nice additions, but again it suffered a decline in even the limited opennes it had at the end.
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In g3 you can for example be joined by two interacting (to some extent) npcs. Edit: I agree with the post below
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I think from a role-playing point of view, the "lotto" is much more interesting and FUN.
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If you have the money and will, buy them all. I'd recommend playing them in order though, coz, while not necessary, it is WAAAAAAAAAAAAAAAAAAAAAAAAAAY more fun and fulfiling to do so. Plus, you get to meet some characters you only hear of in G4 (I understood you played it already.) and also see some develop. Edit: Ups, that was sort of off-topic, so ... HMMMMM Oh yeah, um, basically controls, how you play, engine, etc. should be apparent from the demos, but as for the structure, story and such, G1 is the basic game of the series and also a must-play in my opinion, although you might get irritated for a Click to reveal.. very small amount of spells and creations, plus there are hardly any teachers of skills and abilities. But it has a special feeling of uniqueness to it. Then, G1 and G2 are very open-ended (multiple possible outcomes) and as such may yield an enormous replay value. G3 is very linear and close-ended (could you write it like that?), even more so than G4. Oh yeah, and if you like to edit scripts, then G3 is the game for you, since editing possibilities of the others are very limited, but here it is a paradise.
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Thanks for clarification. I see your point. Although I still believe for example a 12 % chance of evading side-effects (with intelligence + luck + endurance = 30) would justify itself, when it could bring even a little more role-playing quality. At least that is my opinion. We, of course, all have our own.
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I'm sorry, I sometimes get lost. Could you explain what you meant?
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Well, I didn't mean no side-effects, just less, or, more canisters needed to lose control. And the skill wouldn't make you invunerable to them. It would just give a small percentage of chance. Maybe one in ten canisters has no effect, or something. And also in G2 at the barzites, there was one person (Selithra???) who used canisters slowly and with time to adjust and didn't get mad, but anotherone (the one you could challenge) was VERY mad. It just seems to depend on the people who use them. Some get more mad than others. I'm just saying it'd be cool to have some secret skill that would illustrate these individual differences between people. Maybe it'd even be cool to use the geneforges day counter to decrease the chances of getting "mad" with more time passed after the last canister. It wiuoldn't be essential for the game, just in my opinion cooler and more individual.
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First of all, I also agree that money shouldn't buy you "forgiveness" for canister use. It should be something you really have to sacrifice - 5 skill points or a lot of experience, or maybe even a point or two of strenghth, could in my opinion be a fair price. And second, for a skill to reduce the chances of becoming mad, I think it should work to some extent, since throughout the games there are people who suffer a lot less side-effects. Maybe it'd also be connected with which skill you learn - I think it could be explained so, that when a canister teaches you a skill you know quite well, it would "harm" your mind less, since it wouldn't have to rewrite you that much as if you'd've learned a totally new skill. But still, I think that the idea of "resistance" is not too bad, especially since some people seem to have more of it and some less. And maybe it should also only be effective when being improved in only certain skills - for example luck. I don't know.
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Evni: I agree with you about the canister madness control. I think it should depend on some of your skills (int, end, luck, ???). What if, for example, every level of "mental stability" skill, which would be a sum of intelligence, endurance and shear luck, or something else, would give your character a, let's say, 3 % chance of escaping the negative effect of a used canister. Furthermore, said, or any other, skill could give you a very small chance of getting extra point(s) of a skill out of a canister. And I also agree that there should be some way to, at least partially, decrease the effects of canisters. Maybe some (Trakovite??) healer, or special encounter, friendly spirit etc. could offer you to decrease the negative side-effects (to decrease the SDF by one) for, let's say, 5 skill points or 2000 experience points.
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Just one question - how many of those who answered "no" actually don't use canisters in the games?
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But think, no side effects of using power ... is that possible at all? I think that some "side-effects" of gaining power, or knowledge for that matter, is impatience with those who do not posess it to a comparable extent. I don't think this is a side-effect, but a logical consequence of how human brains work. I believe that everyone here had an experience where they blew their top due to someone not understanding something when explained for the third time already.
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I agree with sleeping dragon very much. Maybe I'd just like to add, that if all had access to any kind of power, it'd be stupid, for as long as it'd be good for everyone to have basic knowledge in variety of different fields, it's still no fun if all'd be totally equal in knowledge, power etc. I mean, diversity is always good, don't you think?
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Yes, I also use wands and scrolls for reserve, but even then only those who've spells I don't yet know, are unique, offer spells that cost a lot, are zseful and stuff like that. Training indeed is always worth the money, but you should know a couple of things: 1.: Check the money/SP ratio (be aware that SP costs of skills increase every two levels) 2.: Be sure to find a trainer with best prices if possible 3.: Be aware that you can only train until a certain level - and these levels also depend upon the trainer/teacher. 4.: Determine whether your character needs the skill at all and if so, then how much. A lot of this information can be found at the (gamefaqs.com) faq. Edit: SP = skill points!
