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Drakefyre

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Everything posted by Drakefyre

  1. You should go back and look at Litalia's island-terrorizing spawners in GF3.
  2. You either get the quest or the answer in Patrick's Tower.
  3. Not everything will manifest through skills - dialogue and options are different depending on your race.
  4. Lay down blocking terrain (terrain with that tiny B in the lower right corner). If there's none of the kind you need, make your own. NPCs can't cross it, but PCs can. This is particularly useful for preventing shopkeepers from escaping their shops.
  5. Bain, if he's having it triggered from a spot on the ground, he can just check the "fight right away" option and it can't follow the party.
  6. It's an outdoor encounter. You need to set it up from the outdoor section. There are several spaces where you can enter node numbers - there should be one for a node to come up when you come across the encounter. You can also use this for patrolling guards that greet you or attack you depending on your side or reputation.
  7. There are also more classes because you can be a servile or a human. There.
  8. Yeah, that happens a lot in Geneforge, with Pharikos and others. Geneforge has a high amount of monsters tied to machinery that recharges them. So basically they get to beat up on you as you get them down in HP before you realize that you need to disable their regeneration and run off to try to find their power sources.
  9. XP splitting: In Avernum and Avernum 2, it's basically equal and depends on your character trait XP advantages/disadvantages. In Avernum 3, it's equal.
  10. No, but Armed_Defender suggested making spawners.
  11. I hate the ones that you get down to that last sliver of life left and you think you deal a killing blow, only for them to not die and instead summon eight more roamers!
  12. Too many bosses have those recharging stations that you need to disable before you can kill them. That invulnerability is a pain.
  13. If even accomplished Shapers have problems making spawners, what can a non-shaper hope to do?
  14. Well, since you're not a Shaper, the classes have to be different.
  15. I prefer to play with one, and sometimes I'll go for two. Both are more fun for me than three or four, and about the same as six from Exile.
  16. The problem with the Geneforges and canisters is that they make people crazy. Learning through the Shapers' methods does not (or they weed out the ones it would do that to). Reshaping your genes is far different from releasing your inner Shaper. You get canister-rage and that's just not healthy. Part of my problem with the rebels is that they think that one of the Shapers' main problems is that they hoard the power. The power should not be shared. It should not be used. But the rebels want to open it up to as many people as possible, which is a terrible, terrible thing. Plus, they're being manipulated and used by the Drakons, who just want Terrestia for themselves.
  17. Probably not until the game is finished. As Jeff stated in a topic a couple days ago, he's around section 50 of 81.
  18. It could kill things for you/trigger mines/wreak havoc without you getting in danger or needing to maintain it.
  19. Well, now that that's out in the open ... If you really want to talk, you know how to find me.
  20. I think it's apparent that there are elements in Shaper society who support the rights of individual creations and are uneasy about Shaper policy, but are more uneasy about joining a group of violent, angry rebels who will destroy their entire way of life. I think that there are four main groups of people on Terrestria: 1) Shaper traditionalists. "We made the creations. They are ours to control, and our lifestyle is the best." It should be noted, however, that Shapers outlawed the creation of Drayks and Drakons - creations thought to be the most intelligent. 2) Those who live in Shaper society and are sympathetic to the rebel causes but not their methods. They are not willing to give everything up in a suicide mission but are not in favor of slavery of serviles and drayks. They don't know what to do, don't have much power, but recognize the intelligence of the creations but are helpless. 3) The rebels who are uncomfortable with rebel methods. They realize that something needs to be done, but not at the expense of their continent. They are wary of becoming as bad as the Shapers. They don't want killing - they want equality. However, they are afraid to speak out within the rebellion. 4) Die-hard rebels. They will do whatever it takes to overthrow the Shapers, and in doing so become just as bad. In this group are pretty much all of the Drakons, a lot of drayks, some serviles, and rebellious shapers like Litalia. They are willing to go as far as create an army of Shapers with different names to combat the Shapers. Personally, my views fall around the 2/3 point, closer to the 3. However, as GF3 really only had points 1 and 4, it was easier to justify pov 1, at least for me. However, I'm confident that GF4 will offer a difficult 2/3 road, which seems exciting. It seems like a good BoE scenario that has "finishing, winning, and Hall of Fame" conditions.
  21. It would have been nice to see the water monsters dealt with in a more involved fashion, considering they were cutting off parts of Avernum. Also, I liked the surface after two games of underworld - getting there really seemed like an accomplishment and it seemed so huge compared to the caves.
  22. Balance out group haste by having the enemy casters use sleep fields or webs. More effects, not less!
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