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TriRodent

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Posts posted by TriRodent

  1. There's wine all over the place, just look for things that look like ... wine bottles (worst case you can probably buy some from an innkeeper who also sells food items).

     

    She's off in the Rising area.

     

    (I 'think' there are 10-15+ RAS in the swamp/scattered hither and yon above and beyond what you need for the shield.  So you should be able to build up a nice supply of restoration pods eventually)

     

    Edit: woops, sorry. I took "can I make those..." as 'can I make wine...'.  'You' can't make the restoration pods, but if you give the nice lady in question a RAS, a bottle of wine, and a healing pod/spore she'll fix you up.

  2. 2 hours ago, Mechalibur said:

     

    OP is asking about unloading a baton (presumably to get ammunition about of batons that come fully loaded), not reloading them.

    Yeah I saw that. However in my defense, the title of the thread might/probably will have people coming in for general baton/thorn questions, and at a time/place where combat can spring up unexpectedly, there's very little more useless than an unloaded weapon.  I suppose you could use it as a paperweight or something to sell to the rear area troops looking for some kind of souvenir...

  3. I haven't tried it in this game, but in the originals you could reload one by attacking something with an empty one.  The first 'shot' would be reloading the baton and subsequent shots would work as normal.

     

    (save first I'd hope it would go without saying...).  If you 'attacked' a town guard and shot him with an empty baton, it would reload and be ready to go when for when you actually got back to real combat situations without having to spend a round on that when something is trying to perforate your skin.

     

    Amazingly the guards never seemed to get upset with you...

  4. Alhoon (on my phone and it's a pain in the butt to quote specific things...(and later I bumped something and now have an unrelated quote that I can't get rid of...fml)), yes five infernals.  The last one surprised me, but when given the option of attacking...sure, what the hell.

     

    I'm playing a non-aligned, zero creation Agent on Normal at levels 15-18ish for all but the first infernal (in L Mines) and never had a problem taking down any of them (buff as much as possible before starting the discussion that leads to the fight).  At that point, airshock (L4 with the boost from the frosted jewelry) was doing 300-340ish points of damage per cast.  Wh

    7 hours ago, alhoon said:

    What you say about the Serviles being complex is correct. But the Barzhites don't care much about those things and the Shapers need a breed of loyal serviles to infiltrate the Rebellion without betraying them. So... 

     


    Lying Zackary the Deceiver explicitly told me, in this game, that this is impossible, that even taking control back of a creation that went rogue is very hard and thus, any creation that goes rogue for even a round, should be killed. 

    It was less than two zones later that I took control of a creation born rogue. After someone pointed here that this happens in this game. 
    I believed Zackary in that, at least. And he was lying. He was not wrong, mind you. He was lying. 

     

      

     

    I have not yet screwed the Barzhites by messing with their very magical ways to control their creations - through suffering. But it is magical. 

    On the other hand, we constantly find whips and chains that are used to beat creations to keep them in control before they go mad. 

    And in Mutagen I found a Fyora that was beaten by some Serviles to stop being rogue. The text was clear the Fyora was rogue but very docile because of all the abuse. I.e. domesticated rogues are still rogues! 

    Slarty I think has also pointed to the text of the Drayk: Drayks can pretend to be under control while they are rogue. Wyx explains that he ... kinda controls himself with his crystals. 

    And then, we have the abandoned Thahd. A thahd that is not rogue but you "steal" from another Shaper because you have awesome leadership and it is close to breaking out of control. 

     

    What I surmise from that (although we perhaps should move that to a different thread): 

    1. A rogue is not under Shaper control. But it can be domesticated.

    1a. I don't know what is the deal with "rogue but domesticated" Serviles! They very clearly exist, but as long as they follow the orders of Shapers, the Shapers consider them non-rogue. Also, Serviles are exceptionally easy to take control of. From all the creations you brow-beat in the games, I think Serviles are the ones you do it to, the most. Even rogue ones. However, rogue and domesticated Fyoras or Thahds or alphas are still treated as rogues. Honestly, you could say that the GF1 Obeyers are "Domesticated rogue serviles". Well... they were purged but I don't think that is always the case with serviles that follow orders, even if they are technically rogues. For example the Servile that the farmer near the marshes has you look for, the one hiding in the cave. That servile is rogue. But you could send him back. 
    1b. Most of the Ornks we see are probably rogue. I bet you that. 

    2. A weak rogue can also be brought back in control. The Drakon you mention was a very special case and even in that case, it had to be weakened. Unless I remember wrong. 
    3.  Control is magical, it is a supernatural ability of the Shapers. And of some strange soothing pylons in GF3-5 and some horrific torture devices the Barzhites use. 

    4. Control is also non-magical. Beatings, soothing commands, good food, not being near rogues also affect the control. 
    5. Control is different things. Sometimes, you can kinda control a creation to die even if you cannot control it. Other times you can "confuse" a creation (I think that is what you do to that Drakon you mention). And sometimes, often, you pacify a creation. 

     

    en the infernals minions close in, they get taken out quickly while still hitting the infernal hard.  Make sure you have the ability to regularly attack/do something else more than once per turn. Of vital importance is keeping your essence shield in place/fairly well charged (40+ turns remaining). It's worth not attacking for a turn if it's missing.  Most of the fights didn't go past 6-10 rounds.

  5. I play almost always as a solo/no creation agent.  If you don't tie up essence in creations, you'll have a lot available for fights to constantly use more powerful spells.  Killing the spawner down in the woods early is essential as that give you air shock (even at L1 it will tear up the early monsters).  My default spell attack is Searer as you can get that to L3 very quickly and will kill most everyone with one hit plus 3-4 rounds (leaving you free to drop Searer on his nearby friends).  You have eight action points, use them.  Use a wand/crystal at first and then a spell. Or if needed, a healing pod and then your spell.  Because you don't have creations, you don't need higher level healing.  I only buy one level in order to cure poison/acid.  Those 4+ skill points are much more useful getting a couple points of battle magic or spell craft. Leadership is quite important too, both for the extra xp from conversations, & recruiting the early NPCs (after the guarded tunnel, it's pretty much pure solo).  Often I stay unaligned.  That let's you go everywhere and talk to everyone (plus you can do the things 'you' want to do rather than missions/assassinations for deeply warped individuals...).

  6. Oh, and support@spiderwebsoftware will get you to Jeff. I doubt that he'll do a patch for, in the grand scheme of things, a minor issue that really doesn't impact much.  But he probably has a GF3 folder for ideas when he gets to that remake.  You could ask him to incorporate a default option there.  It's probably a lot easier to get when it's planned from the very start.

  7. I didn't know there 'was' a default attack spell...

     

    I always use the keyboard to cast anything. 'U'se ability, then the letter of the spell (which constantly change as you learn new things...grrr), and mouse click on the target (or a number if its part of my party (healing for instance)).

     

    You can set the quick use buttons down on the bottom for spells.  You could use the leftmost for your primary spell - shrug.

     

    Hopefully I'm clueless and someone comes along with a real answer for you.

     

    (I never use those quick use slots in the first place. Typing 'u' brings up a list of everything that would be in one of them anyway. A bunch of wasted screen space for me)

  8. Not a change but this seems like a good place to drop this.

     

    On the travel map, if you want to enter a green zone from a different direction than the default, click on the tile for that zone and it will cycle through the choices. (for instance, I drop all my excess inventory right inside the first Drypeak gate (there's a couple guards standing right there, may as well give them something to do...).  Going back there for most anywhere else though and you'll enter from either the west side of town or out of the mines.  A couple of clicks on the Drypeak icon and I'm now entering from the south)

  9. 57 minutes ago, hobomcjoe said:

    Worst is I can't clear the Marsh Crossroads, and because I'm (surprisingly, since I've already made it to Gheth) not strong enough yet to kill the thahd to clear Western Medab Bridge,

    Spoiler


    If you go up to the storage sheds & chat/hang out with the guard there, eventually the thahd will show up too.  The guard has a wand that makes the fight much easier as he'll join in too.

    Minor spoiler/tactical suggestion

  10. Eh, I much prefer the various chapters of Avernum or Geneforge to QW, but it isn't 'that' bad.  You just need to understand/factor in from the very beginning that you must play strategically rather than tactically.  Being part of the ruling family you have to keep strategic goals/implications in mind with whatever you do.  In the other games, such decisions are generally way above your paygrade and all you need to worry about is which cave system/area that you want to go clear out next.  Shrug, it just entails a different way of looking at things.

     

    I doubt that I'll play either of them anytime soon (probably will revisit them if/when QW3 is on the horizon), but I don't regret the time spent playing around in that corner of Jeff's imagination.

  11. No idea about the first part of the question as I only save on the computer and not on Steam.  But yes, assuming that you can find them, the demo saves should work/restore to the full game now.

     

    Do you still have access to the old computer? They might have saved there locally as well as out to Steam. If it was Windows it would be in Documents/Spiderweb Software/Genegorge (or something similar, once you're in the Documents folder it should be obvious where they are).  Start a new game on the new computer and then overwrite the new save folder with the same folder from the old computer. That 'should' have everything ready to go.

     

    Good luck

  12. That would probably be the least complicated way of doing so, especially if, as it sounds you don't care about previous game/s.

     

    I 'think' there's a way to do so in one of the game files, but you have to mess with the coding...which if you screw it up ... will  have you reinstalling the game again anyway.

     

    I know with medals/awards you sometimes have to play again but making different choices to get them all.  That may be why you can't reset things (although resetting stats would be good -or have two screens, one for the current game and one for cumulative games).

  13. IIRC you need to see Miranda to get supplies to build your smithy & apothecary, go back outside & buy/build the area for the shop/stall (that little stone post in front of an area of rubble - as an aside, when I built shops in the forts, I built a stall for those merchants that I interact with frequently (smithy, potions, carpenter, etc) and put those that I'll never talk to again in buildings (miller, distiller, barracks, etc).  It will save a couple of seconds of 'going through a door' time & you will immediately know who you should interact with when going back to the fort).  Once the area is prepped then you click on the place buildings icon down in the lower left (assuming that you have already purchased them with the other icon down there).  Like Randomizer said, you then get a square box that turns green when it's in a position to build that shop.  Click the area when it's green & it should be built.

     

    After building the first two, go back to Miranda & tell her that you did so.  She should then give you more supplies & you can then go buy/build all the remaining types of stores/upgrades.

  14. Are you sure that you checked back in/reported to whoever it was in lower area who sent you north?  There were a couple of times when I thought that 'x' should happen but I neglected 'y' first.

     

    And this is NOT a knock against you BG but rather a general observation - just because you can't do something that you think should be done, it isn't necessarily a 'bug' (especially something that seems like it should be a significant event).  I'm sure some bugs slipped through (thus necessitating versions 1.01, 1.02, ...), but this game did go through several months of pretty intensive testing before the release.  If you're playing a pretty 'normal' game in a fairly straightforward manner (not attempting to kill everything everywhere or choosing wildly divergent answers to various questions for instance), you should have a fairly clean experience.  If something isn't working for you, look at it a bit closer/from a different angle, chances are that there 'is' a way to move forward that you haven't figured out yet.

  15. 3 hours ago, Rawal said:

    that is, when I attempt to create a building in the fort I am informed that I do not have the resources

    When doing the tutorial, did you do everything that Miranda told you to in the order that she told you to do them?  Iirc you were given a few resources, told to go build a smithy & apothecary, report back to her, and 'then' you were given more resources & allowed to build anything you wanted to wherever you wanted to.  It wasn't a matter of, as in later forts, "Here's a big pile of stuff, do something with it...". If you missed a step in there, that might be the problem.

  16. It shouldn't matter, but as always, back up your saved files beforehand.  Install the full game & you should be able to just load any/your last saved game & go from there (if your last saved game was inside a city, you may have to go back outdoors and then back in to access the full games options)

  17. Right clicking on any monster will provide a plethora of useful information (HP, energy level, resistances, etc).  This isn't real time combat, take an extra moment to check them out & see if poisoning them will actually do anything at all.

     

    Mad Flurry will deal damage to everyone around your initial targeting point ... but it will also do what would be the normal attack damage from that weapon type (say it does 10 hp to everyone around & including the target, then the target gets 50 hp damage from the arrow attack - so 10 for everyone around & 60 to the targeted monster).  If you have multiple people using Mad Flurry, it may be better to spread the targets around slightly than to pile it onto the guy in the center.

     

    If you're fighting monsters that are two squares wide (some of the trees for instance), if you can funnel them into a chokepoint that's three squares wide, only one can attack you at a time (unless they spit poison or some other distance attack...)

  18. Doh, I forgot a big one.

     

    In your forts you can create either building or stalls - things are easier to manage if you put all of those building types where you don't have to interact with them once they're built (barracks, bakers, distilleries, etc) into buildings.  Leave the open stalls for those that you do want to talk to (smithies, carpenter, weaver, etc).  Sure they may get wet standing out in the rain waiting for you to stroll by, but you're royalty, exploit it a bit.

  19. 35 minutes ago, Randomizer said:

     

    You can get enough quicksilver to build 7 apothecaries and 7 distilleries.

     

    Hmmm, I must have missed one or two on my playthroughs then.  Between the apothecaries & fort upgrades I always seemed to be on the edge (wanting one or two as a buffer against theft).

     

    Good to know, thanks.

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