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TriRodent's Achievements

Ineffable Wingbolt

Ineffable Wingbolt (11/17)

  1. Hmmm, so far in this thread I see you, Alhoon, & me kicking an idea around, nobody else & yet 'many' of the comments aren't matching up in lockstep with what you want. And yet what you want is commentary on minor things that happened within a game that came out over 18 years ago ... on a website that recently is lucky to average 1-2 posts/day over the entire site. So rather than put out a variety of names along with reminders of just 'who' they are and/or circumstances as to just why people should remember their demise and then want to expand upon them, you went with the 'I don't care if the game is old enough to vote, why aren't you writing out things that I want' option. Good luck with that approach. You've been here roughly 6 weeks, Alhoon & I a combined 16 years. Half your total posts are in this thread, Alhoon & I have been ... rather verbose shall we say. I am NOT, not saying stfu noob or go away, but rather things tend to go where they wind up, enjoy the journey & if/where needed you can try to shove things back on topic if you really feel the need. Just don't be upset if/when others don't feel the need to traipse down the path you want to lead them. Then too there's the part where Jeff has said many times over the years that the part he enjoys most about making his games is the actual writing of dialogue/encounters, so he's probably not all that interested in giving that up. He did however announce that there will be an upcoming Go Fund Me for the GF2 remake. Being a pragmatic fellow, I'm sure if you threw enough money at him, he'd let you write at least one death scene. And if everyone not marching in unison with your version of how things should be, there's always the, up in the upper right of every post, the three dots that when clicked will among other things, let you 'report' the post. Perhaps you can convince one of tptb that this is your litterbox & only those that poop in the right way should be allowed to do so. Or perhaps not, up to them really... Anyway, good luck with your quest to gather death scene journal entries. I shall not be bothering to make any up (probably), but who knows, if things wander even further afield, perhaps I'll come back to see where things went.
  2. I figured, I was just bored & going for the BDSM joke...
  3. This is supposed to be a (reasonably) family friendly board... (or were you using 'bound' in a different context?)
  4. Whew, it's been so long since I've wandered around the GF2 lands that, while remembering the general story, I doubt if I can recall specific bosses/battles/encounters. That said, this is probably a good time to mess with this. Jeff is busy with QW2 & by the time it's ready to distribute then his thoughts are already drifting to the next project (GF2 The Revamping). Maybe by then we'll have a good sized thread for him to be inspired by/roll his eyes to...
  5. That's what I was wondering too. Personally I don't want things auto-writing into my journal/notes. I tend to keep them free for copying notes such as 'You can't read this book yet, you need arcane lore of 7...' or other reminders to go back later. What I'd REALLY like in the remake is a journal that does the normal things but also lets 'you' put notes in there as well. Expanded/amusing/verbose kill dialogues are always welcome
  6. First, I neglected to welcome you in your previous post ... welcome. Second, not to be a (complete) jerk by ignoring your question here, at the top of the forum (actually 'every' game forum has them) is a section called "Strategy Central". There you should be able to find answers to most every question you can come up with. Mind you, this isn't intended to discourage you from posting (lord knows it's been quiet around here), just that you can probably find your answers quicker up there, letting you continue on with your game, than it is waiting around for someone who remembers the details of a closing in on a decade old game. If you still can't find your answer then by all means scream for help.
  7. IIRC, behind a wall that can be taken down with Move Mountains ... but... you can't read it until you've talked to Patrick (so 2/3rd of the way through the game)
  8. I did decide to play through A4 once again. My guys just got to that area at levels 9-10ish, so take that fwiw (didn't complete everything between Ft Monastery & there but most...). For the battle in Motrax's Cave, recruit the golem in the other area 'after clearing out the drake & the turrets over by the boss' (so it doesn't get hurt). Wait around for the golem to catch up. Buff everyone. the pylons are going to continually heal the Vahnatai so taking them out first is critical (above 'stand out of range & ice spray' won't work too well it turns out). acid spray & fireballs took each out in 2-3 turns (hopefully the golem will have run into the room to be a very effective meat shield). Once they're gone, more acid on the Vahatai (to stack with the poison from the pylons) and the usual fireball/smite thumping took care of him in about 5 rounds (acid need reapplied a time or three just to keep the damage up). Overall, not 'that' bad/hard a fight (on normal) as long as the pylons get taken out first. Start the fight at full energy levels (go back to town (before waking up the golem) or energy potions.
  9. So the 5 3 5 5 are your levels? Seriously, how did you get all the way over to the cave without gaining any experience? Again, it's been a while since I've played but I don't think they were that low before I crossed the bridge leaving the Ft Monastery area (? starting place anyway). Did you skip the Goblin Complex, Grindstone, & all the other things in that area? Between that & assorted job board quests there should be plenty of leveling opportunities. Anyway, back to party building. In addition to the priest levels I also tend to give everyone a point in mage to start with (eventually building up to ice spray to give them AoE potential) for fireball tossing purposes. Between that & Smite through Priest spells, there really is no need for an archer/archery skills as either one of them will do more damage than an arrow (generally). Everyone will have a bow & maybe 'some' skill there as there are times when your energy is low/you want to conserve it & a hail of arrows works ok until the baddie gets close enough to whack him with your sword/s. Also getting your melee/first to act character up to being able to cast Haste in Mage spells is very good to have. If he acts first & casts that immediately, there's a decent chance the others can do a couple of actions. Because character 2 doesn't need to be an archer any more, a melee/magic or priest hybrid is good. As he/she will be near the front, endurance is needed, but with Priest levels, he/she is a good one to cast buffing spells right after the first's Haste, leaving 3 & 4 to deal out the heavier damage spells. Which brings us to 3 & 4. I generally have both of them be 'both' a Mage & Priest, leveling them at roughly a 2:1 ratio (the Mage will do one point of Priest for every two of Mage - opposite for the Priest). That way, once you do get to say Motrax's Cave, both of them will be able to cast Ice Spray on the pylons (as only being able to cast it once per turn will have the pylon healing itself - at least that way you can chip away at it, & if #2 is high enough also...) Being able to dump poison/acid on a strong creature can't be considered a bad thing. It's not worth the energy points if you are otherwise killing 'x' in a turn or two, but for a boss level fight, it can eat away a lot of HP over a few turns. The good news for you is that if those are your levels, there's a LOT of experience behind you so you should be able to adjust your skills fairly soon/quickly. I may go break out A4, this trip down memory lane has inspired me... Have fun.
  10. Which game? (Avernum 4, 5, or 6) Is the 5 3 5 5 your current levels? (deleted) Ok, I remember it in 4 now & his cave is in the first third of the game - how did you manage to survive at such a low level going that far? Anyway, iirc (been a while) I had my magic users really stock up on energy potions, put them where you can't be seen by the Vahnatai & drop AoE spells (ice spray probably) onto him/the pylons. If he can't see you he won't attack (again, iirc) & you can chip away at him. Or ... send one guy to where he/she can be seen but out of pylon range & drop the ice spray on him (with the furthest edge of it hitting him - keep as far away as possible). That lures him away from the pylons. Lure him back into the entry chamber & then block his being able to go back. Beat upon him as usual. Or ... go to where you can drop acid on the pylon/s (staying out of his sight) to augment the ice spray (cast, take the hit & retreat to ice spray range, have someone else heal you & continue ice spraying, when the acid wears down/off, repeat. Keep the buffs up & active. Summoned monsters are good for distraction/minor damage purposes ... but if you are trying to stay out of sight, he's going to see your new friends & charge out to greet them. Perhaps only use them in the 'lure him into the chamber' option (to help block his retreat if nothing else). I try to give everyone (even the meat shield/melee guy) a point or three of priest skills for buffing & healing purposes. This works well here as they probably won't have high enough mage skills to drop the ice bombs too, but they can heal/buff those that can, leaving them free to chip away at the pylons (when you do manage to kill on it will poison the others/the Vahnatai, that may be a good time to step into view so that your ice bombs hit everyone rather than just the one or two nearest to you Or do the Leroy Jenkins method & hope for the best (save first...)
  11. TriRodent

    GOG Sale

    I noticed that a lot/most of SW's games are on sale over at GOG this weekend. If anyone want to fill some holes in their collection.
  12. One of the ways I've seen this addressed (Grim Dawn springs to mind as the most recent one I've played like that) is everyone 'must' start off on the 'normal' level. After you finish the game then the next level up the difficulty ladder unlocks (veteran). After you finish 'that' level, you then get the toughest (torment) level unlocked. Each time you start over, you keep your equipment (and head out into the wilds to find advanced/enhanced versions of the same equipment - scaled to the new monster levels) and replay the same story (monsters scaled up as well). It works after a fashion, but I find I tend to get bored about .5-.66 of the way through the middle level. If all that's going on is the monsters have more hit points to make them more 'difficult'/you get easier to hit-take damage, it gets tedious. From a programming standpoint, I doubt that it would be 'that' difficult to implement such a locking level system, but I also can't see Jeff/SW implementing it. Too much of his market is used to/come to expect being able to pick your difficulty level from the start. Change makes people grumpy & when you're a tiny, tiny company, pissing off even 3% of your base might be enough to seriously jeopardize your future. Alhoon probably has the best suggestion for how to address this as a modified version of my scenario. Go through the game once, start it again on a harder level, & edit in the gear you want to go play around with. Not exactly what you're looking for, but probably the closest you're going to get (at least in the SW universe)
  13. IIRC the map is in the 'treasure/boss room' (for lack of a better term) underneath the giant cave with four different tribes. You need to get into the room through the push button puzzle (access to which, again iirc, is after a fight on the far left of the same map/area). Once you kill the assorted baddies, the map showing the location to the entrance is in one of the chests. Back to iirc territory, the map was on a piece of paper that was in your inventory & 'not' a special item (so it wouldn't show up there). Even if you no longer have the map, you should be able to now find/see the barrier entrance (just slightly west of the Lenny & Squiggy towns over on the eastern coast.
  14. A breakdancing Rot moonwalking across your screen to come spit acid on you...
  15. That's really cool (he says while not knowing much more Spanish than being able to count to 10 & order a beer...). You may want to run your idea/offer past Jeff/SW (support@spiderwebsoftware.com). He might be able to give you access to the actual font files/the text files/can let you know if changing any of them will screw things up/etc. And depending on what you plan on doing with this once it's done, you should probably check with him first anyway. 'You' couldn't sell the game, but if it turns out good, he may put it on the site as an option (& give you a small cut of the sales). Who knows, if it turns out well/is relatively easy, you could perhaps do the other games in the SW universes. There's probably a decent sized untapped market. Another idea would be to find a similar font that 'does' have all the assorted characters you need. Regardless, good luck with the project. I hope that it turns out & isn't too hard to get it functional.
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