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Walter

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Everything posted by Walter

  1. I don't really know what to say to that. I imagine perhaps most of the people who like these games just have personalities where highly detailed graphics aren't as important to enjoying a game to them.
  2. As for the terror vlish, I heard someone say that in the data files some creatures like that have stats for a third type of attack so maybe Jeff was trying to make it so they could fire either terror or poison, but never finished implementing it and possibly left the wrong ability active. And the eyebeast problem seems to be part of a larger scope where many more enemies have large damage type resistances, possibly to force you not to rely on a single creation or spell for all encounters.
  3. What I'm annoyed with is that if it wasn't for the faq I would have probably returned many many times to try to open it, easily wasting over an hour of time on that.
  4. Then again, maybe the strategy of putting many points into intelligence and using the selection of creations you are is just a particularly effective strategy and most other ways to play are significantly harder.
  5. Just what percent does parry cap at, how many points does that take, and are there things it can't block?
  6. There are 3 different chests in northshore bridge side by side near the entrance to the general's chambers in the army camp, with different strength traps in them, I had been unable to disarm one of them and it always killed me so I kept coming back half a dozen times when my mechanics increased by one. I then spent some time after finding 16 still wasn't enough picking through my equipment to get 104% energy resistance (it does magical damage), cast steel skin and protection and augmentation on myself and triggered the trap. It still did over 500 damage. Getting frustrated at this point I looked at Schrodinger's faq and notice it says it is impossible to disarm and doesn't even contain any items anyway. And I have to wonder why there would be such a thing in the game that players will likely use up a large amount of time trying to solve it over and over again, and even if very late in the game you manage to survive opening it, there isn't even a reward.
  7. It only gave me one exp for doing that, but I had already done almost the entire rest of the island at that point so it would probably be higher if you do it at a lower level. I presume when designing that Jeff just didn't expect people to force attacking them and wanted people to either fight all 3 at once or use tools.
  8. You may want to clarify that in the inner plant the non-hostile golems turn hostile after you walk past a certain point, and that by talking to them you can use up a living tool on each one to deactivate it so it won't turn hostile (may require mechanics?)
  9. Well the game is supposed to be challenging but doable on torment, so you can't really expect much difficulty two difficulty settings lower.
  10. Problem is they deal fire damage, and some enemies are strongly fire resistant. You almost have to use a variety of creations as no one damage type is good against everything.
  11. But don't eyebeast hit multiple targets and gazers only one?
  12. Well with the info Schrodinger used in his faq he only lists 2 drakon canisters, and Khyryk teaches second and third tier battle and magic creations and rotgroths, but no drayk.
  13. A few notes about searing artilla: For some reason they are immune to poison for whatever little that's worth. They have an abnormally high level at creation, only creations with higher level are third and fourth teir creations and terror vlish, so if you make one as soon as you reach san ru and keep it alive it will likely be high enough level that it will be as high a level as new creations you could make by the time you get third tier creations available and higher level than anything you will otherwise make on harmony isle (you can make terror vlish after getting a canister at the rebel camp, but due to thier damage being poison type they are useless in very many battles.)
  14. But remember to get an ending that is good for you personally a loyalist shouldn't use canisters, and 3 creation types, several improved creations, and the battle roar spell only come from canisters (or trainers that aren't listed here and thus probably rebel only), and there would have to be an additional source of skills somewhere or there would be no way to make ur-drakons.
  15. If golems are vulnerable to acid damage, how are the ones in the purification plant still functional?
  16. You may want to fix the typo where you describe where the infiltrator's vest is and misspell it in the purificaton plant as that can cause someone to search the document for it and not find it and wonder where it is. Edit: also in the item stats section it is missing stats for the infiltrator's vest and only says "infiltrator's" instead of infiltrator's vest. Edit: also maybe you should list the weights of items. This is useful as some characters may need to equip +strength equipment merely to be able to equip what they wear plus some useable items, and wearing an item that is a few pounds lighter may help eliminate the need for a point of strength.
  17. Remember, you can use up to 6 canisters and people will still not notice and the ending will be the same. Adverse effects only show up with 7 or more canisters. If you want to add a drayk, do so as soon as possible so it will gain levels with you (sneak into lord rauls private chambers, just go the direction the guard in there doesn't (only one particular guard will notice you in there and go hostile though others may wander in from time to time) and use the drayk canister there. (maybe upgrade to a drakon later?) Also maybe you should consider buying 1 or 2 levels of int with skill points.
  18. For continuous damage areas its best to travel solely in combat mode and wear armor that gives the right type of resistance. Still, you may be forced to return later when more powerful. As for trainers check shrodinger's faq, a link to which is above the topic list.
  19. Well they will leave you upon leaving an island if you've done certaint things that they don't like. You will only be able to keep alwan the whole game if loyal, and greta if a rebel. Other than the small exp penalty for having more creations and the limit on creation types and total creations there are no reasons why it is bad to have them with you until they leave on thier own though.
  20. Quote: Originally written by Spring: I still have no idea why the island was abandoned, and I don't want to know. So please, don't ruin the surprise. But the Geneforge is near the end of the game, is it not? I won't be able to get there. Well I don't want to give too much away, but the last area of the game is where the boat off the island is cause getting on the boat is what completes the game, but what you do at the geneforge area is the primary determinant of what the ending is, and other than the docks and one really difficult completely optional and rather pointless area, is likely the last place you would go.
  21. Quote: Originally written by Archmagus Micael: Quote: Originally written by sco50000: Does anyone know where to find a Royal Seal in Aver 1 so I can get in to secret Empire cave? Do you mean the Royal Seal which allows you to enter Micah's Throne Room, or the Royal Seal you take from the preserved body in the Demon place (Akronath)? - Archmagus Micael No, to get into Micah's throne room you need a royal token.
  22. Or if you have the orb of thralni you can go southwest from the abyss and cross the river.
  23. When I play as shaper, I invest heavily in intelligence at the start, but only put enough in shaping skills to get the minimum needed to make the most powerful creations I can yet learn the skills too. I then make creations as soon as I learn the skills for them focusing on ones with high levels at creation and keep them around until I can make better. I do not pump thier stats, instead making several different types of creation. For example in geneforge 3 I make one each of thahd, fyora, and artilla as soon as possible (head to the testing grounds immediately after south end so you get artilla at an early level) until I reach san ru, at which point I upgrade to vlish, thahd shade, and searing artilla which should be several levels higher at creation than my origional ones, and upgrade the vlish to a terror vlish once I get a canister for it in the rebel camp, though it was a few levels higher than the vlish that may have been a mistake though as its ranged attack is useless against poison immune enemies which include pylons, turrets, golems, and clawbugs (if playing loyalist and you don't want to use canisters remember you can use up to 6 without any adverse effects from them so just use ones that are needed to get new types of creations available.) Once I reached Dhonals keep I added a glaak, and will probably replace the thahd shade with a battle beta once I find a canister. Remember though you can only have 6 total types of creatures in your group which counts yourself, alwan, and greta, so if you have both you can only have 3 types of creations (I didn't take greta so I could have 4).
  24. If you want to get by the bandits without fighting them go around the woods to the west and you should only have to fight some quite weaker rogues.
  25. I had a problem with alwan getting scared, so I quickly maxed out his int which solved the problem. As for essence shield I suppose it would be most useful if you are using the strategy of a maxed dex thahd shade.
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