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Curtis

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Everything posted by Curtis

  1. This is amazing! I'm sorry you didn't go on with it, but perhaps you were satisfied to end it just here? Better than anything I could come up with.
  2. My best friend runs N:O on his Windows XP machine. The one thing I prefer from that version is that you actually have to eat food periodically. One thing that annoys me about N:R is that I carry food around for 'realism' purposes, but I never need to eat. Actually, there's something else that annoys me about all Spiderweb games, and that's that I can walk into a store, pick something up off the counter, then sell it to the shopkeeper I just stole it from.
  3. Originally Posted By: CRISIS on INFINITE SLARTIES The bigger problem, however, is that your party's experience is now lopsided, which is irritating. Oh, and also there's the whole "all his items are on the floor and I have no room to put them in anyone else's pack" problem. That's a pretty major one. All this goes to show that YMMV. I'm obsessive/compulsive, and having unbalanced character experience bothers me not one whit. And having no room to put all a deceased character's stuff is one of the interesting problems the game provides for us to solve. I remember one Celtic party that had to roam across two zones twice to pick up all the crap they'd lost when two party members were slain. On the other hand, I do agree that there are times to use 'save-and-reload'. In N:R I used it the first time I ran across the Formorians at the toll bridge. After fighting them six or eight times quickly without being able to kill more than one or two, I satisfied myself that I should pay them whatever they asked. I also did the s-a-r the first time I faced the dragon in the goblin mines (as the Romans). And there are games that are unplayable without s-a-r. Wesnoth, one of my favorites, immediately comes to mind. In that game you can't avoid problems, and you can't progress in the game until each problem is solved. Every campaign (except a couple of the shorter introductory ones) has one or two places where I'd go insane from the monotony of playing the same two hours twenty or thirty times to get past a sticky spot, so I've established a policy that if I can't get past a scenario after three or four 'honest' tries, I'll use s-a-r to refight until the luck is even on both sides. (Wesnoth keeps a running tab on your luck and the AI's.) I tell myself that's not cheating, but there have been a couple of campaigns where I had to cheat like a sonovabitch to get past a certain point.
  4. One good thing about the original is that it made you eat food while resting in order to get benefit from the rest. Although the remake claims it does, also, in fact I've never consumed a morsel of food in that game, which makes me wonder why they bother including it. Another difference (which I could see being either a plus or a minus) is that in the remake not everything you find — not even everything with a value attached to it — can be 'cashed in'. I believe the breakoff point is $5, so anything you find worth $4 or less you don't have to bother dragging back to your base. That saves you time, but means you end up with less money, and fewer opportunities to encounter random monsters.
  5. If you like Nethergate, I think it would be worth the extra $ to pick up Nethergate: Resurrection. My best friend has the former, and I have the latter. I prefer the latter.
  6. Originally Posted By: BloodMagi But I have to cure the Curse for Celt first is that correct? Not correct. I have learned nine total levels of Woodscraft in my group and have not yet been cursed. Just go to the Roman trainer and pay him what he demands.
  7. Originally Posted By: Thuryl He was asking about the effect on chance to hit, not on damage received. Armour's effect on your accuracy is subtractive, not multiplicative. The red 1 means that this topic has one (1) post that you haven't read yet. Thank you, on both points. Do you know if having a chance to hit in excess of 95% means anything, or is it just a waste? I believe there is always at least a 5% chance of missing, yes? Originally Posted By: Slarty Armor's damage reduction also wasn't multiplicative in the original Nethergate, or in any games that preceeded the Geneforge engine. Before Geneforge, it was adding integers instead of multiplying percents. Thank you. I did know how it worked in Avernum 1-3. I think I rather prefer the older system, though I suspect it made it easier to zero out damage received. I want to thank everyone for being so quick to help a newbie in a forum section that sees little traffic. It speaks well for your intensity of interest — and degree of politesse. (hope I used that word correctly)
  8. Okay, your last paragraph explains a lot. Thanks. Since you're being so helpful, when I look at my thread from the main page (where it's listed second), it has the number of replies followed by a red '1'. What the the one mean?
  9. Originally Posted By: Randomizer The character building has changed with the game engine change. Ah. So is the advice from your sticky still good about levels of Armor Use skill? One of them says that, despite the armor claiming it decreases chance to hit in 5% blocks (which it called levels), it really decreases in 6% blocks, and 'phantom' levels are added at the 3rd, 5th, 8th, 10th and 13th levels, so armor claiming to give a total of 25% reduction (5 levels) actually gives a 42% reduction (7 levels). Aside from the above, is this reduction a subtraction, or a multiplication? By that I mean if a character's base chance to hit is 150%, would a -42% bring it down to 108%, or to 87%? And what is the effect of having a final adjusted 'to hit' that's over 95%? Is it just wasted? The other thread claims that Armor Use is useful even with non-encumbering armor, requiring one level of Armor Use per 4% or fraction thereof of armor effectiveness to get the full defensive benefits from armor. Is this still believed to be the case? And is that per 4% of all armor totaled, or just per piece? Finally, that same thread started out with a claim that you can get more than the listed amount of damage reduction if you increase Armor Use above level 10. I thought that was the most amazing claim, but it seemed to receive little acknowledgment. Is this still believed to be true? I have been playing my Celt Druids to use no encumbering armor, and so have not been giving them any levels in Armor Use. Have I been hurting myself?
  10. I saw the walkthrough, but isn't it for the older game (Nethergate)? I have a friend who plays the PC version of Nethergate (he can't get Resurrection to run on his machine), so I'll tell him about it.
  11. Thank you. I realize I'm going off-topic in my own thread, but in your stickied thread at the top of the page, under Abilities and Skills, the Armor Use entry link does not function for my machine. (Instead of a 'link broken', it came up with something like 'the forum search engine could not find'.) By the way, thank you for compiling that. I came here hoping for something like the Avernum help and hints that are in the main part of the site, and it seems there's nothing like that for Nethergate: Resurrection.
  12. In Resurrection, does the game engine count the highest Woodscraft skill in the party (like First Aid and Herbcraft), or does it count the total of all the levels in the group (like Barter and Arcane Lore from Avernum)?
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