Jump to content

Kinsume

Member
  • Posts

    209
  • Joined

  • Last visited

Everything posted by Kinsume

  1. Why was that removed? It seems like that option would make Torment all the more challenging.
  2. Somewhat on topic with the OP, are there plans on remaking the Geneforge series? Out of all of spiderweb's games I enjoyed those the most and think it'd be great to see them redone. I've read talks about the other series being redone, but nothing concerning geneforge.
  3. Originally Posted By: Lilith Originally Posted By: Kreador You might want to give bows to your casters. Even with no skill points, they can be fairly useful early in the game when you need to conserve spell points and only need to do a little damage to finish something off. In fact, you should give longbows to everyone you can, even if you never expect them to be used: the 5% accuracy bonus listed on their stats applies to melee attacks and spells as well. That seems like it'd be a bug. It's completely illogical for a guy using melee weapons to get an accuracy bonus from the bow they have equipped. Vice versa with an archer getting a bonus from a shield that is equipped.
  4. I agree with the lack of options in terms of races, perhaps if we could play silth the pole in melee wouldn't be so underpowered
  5. Now what do you mean by remake? Just new graphics and such but the same storyline?
  6. My apologies then, poor choice of wording on my part. I will look into that dex/quick action options, however considering I don't actually use any characters that are dex based, would it actually be better or worse for me? As for the distance issue, my only concern with it is when the enemy's casters get to go immediately and are already in range of my members to cast on them without moving. It can be slightly annoying. As for the reviving thing, that is good to know. Are there any negative side effects to dying that last? Like perm stat loss or anything?
  7. Yeah I get what you're saying, it's a pity that endurance isn't exponential for a character's hp when leveling. Having a flat rate lets people pretty much ignore it like they can right now with just tossing a point or two in here and there. I'm currently doing this build on Normal in order to get a feel for its playstyle before going into Torment. There are still some fights, IE the sewer's boss at level 2/3 ish that uses magic, that still get my group's hp pretty low. I don't even want to imagine what that fight would be like on Torment. Granted I don't actually use potions/scrolls/wands on Normal either, or even bother dazing half the time so I guess that plays a big part in it. The build I'm deciding on is this... Tank (Sword+Shield until late game) -3 Str/1 End -Focus on 1.Melee Weapon 2.Hardiness 3.Parry -2 Points into Tool Use. Fighter (Dual Wielder) -3 Str/1 End -Focus on 1.Melee Weapon 2.Blademaster 3.Hardiness 4.Parry -3 Points into Tool Use. Mage (Bow for early game) -3 Int/1 End -Focus on 1.Mage Skill 2.Spellcraft 3.Resistance 4.Gymnastics -1 Point into Priest Skill for minor heal/cure. -4 Points into Arcane Lore, 1 Point into Tool Use. Healer (Bow for early game) -3 Int/1 End -Focus on 1.Priest Skill 2.Spellcraft 3.Resistance 4.Gymnastics -1 Point into Mage Skill for daze. -3 Points into Arcane Lore, 1 Point into Tool Use. The problem I forsee is dying, because I'm sure it is going to happen. So other than the Revive Life scroll we get early on, and the priest skill, is there another way to revive dead characters? Also is the order in which my party moves/attacks based entirely on the order I have them in or how exactly is that determined? Edit : Also what made Jeff decide to move the random encounter spawns so close to eachother? I remember vaguely back in the day for like Exile and such you used to have some room to play with when you got into random encounters on the world map. In this you spawn and the enemy is right in your face. God forbid if they get the first move, IE the neph encampment that rapes your team in the first round and has like 12 units in it. Is there a reason why it was made to be like this? I feel like there isn't any actual strategy involved with random encounters. You basically just have to pray you can get your guys split up before the enemies go to town on them with aoes.
  8. So I do want to get a point in Mage skill for my healer and a point in Priest skill for my mage in order to use the basic spells as well? And around what level do you consider it to be the middle of the game? 10+? 15+?
  9. Originally Posted By: Kinsume Tank -2 Str/1 End -Focus on Melee Weapon/Hardiness/Parry. 2 Points into Tool Use. -Sword+Shield Dual Wielder -3 Str/1 End -Focus on Melee Weapon/Blademaster/Hardiness/Parry. 3 Points into Tool Use. -2xSwords Mage -3 Int/1 End -Focus on Mage Skill/Gymnastics/Resistance/Spellcraft. 4 Points into Arcane Lore, 1 Point into Tool Use. -Bow Healer -3 Int/1 End -Focus on Priest Skill/Gymnastics/Resistance/Spellcraft. 3 Points into Arcane Lore, 1 Point into Tool Use. -Bow Would this setup work on torment? I'm thinking my frontliners might need more hp and considering going 1/1 for Str/End. As for my healer and mage, what spells should be my primary focus? Would getting a point in mage on my healer for the extra creature summon be worth it as another damage absorber?
  10. Is that just for the dual wielder? Or do I level melee every level with my tank as well? Also is it alright to miss a level or two of melee in order to get things like Tool Use or Cave Lore when I need them?
  11. I vaguely recall in past games that there was a limit to how much could be looted in a town, seen or not, until they became hostile with you. I believe it was Geneforge 4 or 5. Does a similar system apply here as well?
  12. My only question is what should I be leveling first for my dual wielder? Do I level Melee Weapons, Blademaster, Quick Action and Dual wielding evenly until they are all maxed?
  13. Yeah even with the screw ups I've made thus far I've had little troubles with any of the encounters. Had to reload once or twice but that was simply due to error on my part. I'm planning on trying out Hard/Torment with a more refined setup and actual plan as to what I'm going to boost. Here is what it looks like thus far... Tank -3 Str/1 End -Focus on Melee Weapon/Hardiness/Parry. 2 Points into Tool Use, 2 Points into Cave Lore -Sword+Shield Dual Wielder -3 Str/1 End -Focus on Melee Weapon/Dual Wielding/Quick Action. 2 Points into Tool Use, 2 Points into Cave Lore. -2xSwords Mage -3 Int/1 End -Focus on Mage Skill/Gymnastics/Resistance/Spellcraft. 4 Points into Arcane Lore, 1 Point into Tool Use, 1 Point into Cave Lore -Bow Healer -3 Int/1 End -Focus on Priest Skill/Gymnastics/Resistance/Spellcraft. 3 Points into Arcane Lore, 1 Point into Tool Use, 1 Point into Cave Lore -Bow This is only for the first several levels of the game, basically up to leaving the demo area. From there more AL, TU and CL will be added as needed and I'll focus on maxing the respective areas listed for each character. For my tank, is getting 5 into luck worth it? I noticed that it would add 5% to my armor and 5% to a few of the resistances, but I'm not sure if that is worth the investment or not. As for my Mage and Priest, they'll be using Bows only as an emergency item for when I need to conserve mana or am out of it.
  14. There should be a tooltip or something mentioning that, or atleast the quest should still disappear after.
  15. I ran into this as well, I warned them and went back to the guy and he doesn't say anything new. Originally I just thought they meant that encampment farther to the west that is extremely difficult to try and take on at low levels.
  16. A meat shield, archer/rouge, mage caster and healer is the typical rpg party line-up. However in this case a dual wielder makes for a decent off-tank while also out dpsing a pure archer so there really isn't much reason not to make it that.
  17. So a couple more questions.. -What level should my tank be sword/shield until? -Should I be upping dex on my melee fighters at all or just stick pure str with some end here and there? -Is endurance a constant hp bonus where I can skip it the first few levels and then pump it when I need to. Or does it affect how much hp I gain per level as well? -Is there any point in boosting luck at lower levels? -What is a good scale to use for my mage and priest's skill level, should I do 1 point per level and have my level 17 skill as quickly as possible or is that not necessary and I should invest in other things?
  18. So how much tool use do you think I should have for early on? My first playthrough I ran into several doors that needed like 6 and 7 tool use and I get kindof annoyed when I can't enter a room because its locked. I guess having 12 this early is a bit of a waste, but wanted to be safe rather than sorry.
  19. Which skills should I be focusing on first for my heros? Currently I have... Character One : Level 5 Dual Wielder Str : 8 (+2) Dex : 3 Int : 3 End : 5 (+1) Meele Weapons : 7 Tool Use : 3 Cave Lore : 3 Improved Str 1 Improved End 1 Sure Hand 1 This is my front-liner, he gets all of the best weapons/armors I find at the time and does pretty well so far at staying alive. The only troubles I have are vs mages and currently this Neph encampment with the chief and such, but I think that is just because of my low level. Character 2 : Level 5 Duel Wielder (2nd one) Str : 8 (+1) Dex : 3 Int : 3 End : 5 (+1) Meele Weapons : 7 Tool Use : 3 Cave Lore : 3 Improved Str 1 Improved End 1 Sure Hand 1 This character is my other melee fighter, slightly less geared then my first one but works fine as an off-tank/melee dps. Character 3 : Level 5 Mage Str : 3 Dex : 3 Int : 9 (+1) End : 4 (+1) Mage Spells : 7 Tool Use : 3 Arcane Lore : 3 Improved Int 1 Improved End 1 Elemental Focus She is my nuker/buffer. Character Four : Level 5 Priest Str : 3 Dex : 3 Int : 9 (+1) End : 4 (+1) Priest Skill : 7 Tool Use : 3 Arcane Lore : 3 Improved Int 1 Improved End 1 Healing Focus This is my healer/buffer Now with that party makeup I know that I will only need 14 tool use total for the game (so I've read). I'm not sure how much I should pump into Cave Lore and Arcane Lore, I don't want to miss alot of stuff. In terms of combat oriented skills, I know to only get Mage/Priest Skill to 17 on those characters however I don't know what I should focus on for them afterwards. With my melee fighters I don't what I should be getting their various skills to, and what order I should be getting them there. I know Hardiness, Parry, Quick action, Blademaster and Dual Wielding are all needing to be leveled however do I level them up evenly or one at a time?
  20. Quartz Extreme and Core Image graphics I was just told over on the VMware forums that workstation 7 and 8 do not provide this feature. I'm not entirely sure what it is but does Avernum require it in order to run? Also do you know if other workstation's like 5 or 6 or something have it?
  21. So is that the only thing it could be? Just the fact I have an older OS version? Currently getting 10.7 right now. Do I set it up the same way I did the last one? Also is there a way to transfer the files from one VM to another? Or do I need to redownload/install the game?
  22. Just tried restarting the VM and opened it again. Like last time it flashed a black screen then nothing after that.
  23. The Mac OS is using... Kalyway Leopard 10.5.2 VMware Workstation 8 4 processors 1 gb ram 20gb hd space My pc specs... Processor : Amd Phenom II 1090T 3.2ghz 6 cores Memory : 6gb kingston ram Video Card : Geforce GTS 450 1gb Windows 7 64-bit When I first opened the game all the screen did was blink then I was back at the Mac OS's desktop. Now I can't close the thing or open another one.
  24. So the game was copied over and everything, I opened the folder and double clicked Avernum 1.0, registered with my key, and continued on. Seemed like it was going to work but then nothing happened. It says Avernum in the top left of my screen next to the apple but the game isn't up. Now I'm completely new to the Mac OS so did I forget to do something?
×
×
  • Create New...