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Should we be able to create the Unbound and new high level creations in geneforge 5? in Geneforge 4: Rebellion
Apprentice
Member # 12753
Profile #19
quote:
Originally written by Micawber:

The entire point of the unbound is that they can't be controlled. That's their raison d'être.
QFT [as a protest against uberpowering the creatures].

Drakons "evolved" from highly controllable creatures, likely fyoras, with obedience inbred. They are unbound from the control.
Posts: 5 | Registered: Friday, December 21 2007 08:00
G5 wishlist. in Geneforge 4: Rebellion
Apprentice
Member # 12753
Profile #271
Actually, war trall already seems to be sort of golem-like.
The issue with golems is that AIUI they're not exactly just shaped creations.

With the disturbing Rotgroth, keep in mind it seems to be one of creations of possibly rebel design. Barzites or Takers, most likely. As the banned Gazer, weird and disturbing. Shapers are much more restrained in their creations, so replaced for themselves the Gazer with simpler Wingbolt, the Drayks with dumb Kyshakks, and of course Rothgroth wasn't followed as well.
Shaper creations are designed to last and coexist with humans, which acidic ghouls certainly can't. And the new three creatures are the Shapers' response.

Maybe in a sixth tier, if it's added, some worse horror could be in place, but really the problem is that new creatures can't be stronger than Drakons.
Posts: 5 | Registered: Friday, December 21 2007 08:00
G1 canisters in Geneforge Series
Apprentice
Member # 12753
Profile #9
quote:
the game doesn't check to see whether you've been using them or not; it assumes that you have been.
Is that for sure? I've seen in the walkthrough that
"...There's no penalty for doing so (at least, not intrinsically. There are a few encounters which are different if you haven't used many)."

quote:
I can't repeat this experiment, since I've subsequently misplaced all such cheat codes for all three games. I haven't tried G4 yet.
Well, I can tell that in G4 the two most common thresholds are less than 5 and less than 10. At 5 cans, you start to get uncontrolled rage, so 4 are mostly clean, and 10 is wasted.
Not sure which works in the endgame, but these decide what one Shaper tells after analyzing you. Some times very late in the game it asks for 12 and even 15 in the final location, but these are about being totally changed or very crazy. Might check, but I guess someone's already done that.

It can be quicker done via scripts, the flag to seek is 100,4. Works easier that way if you understand basic pascal-like programming.

Actually, G3 and especially G4 really seriously "crack down" on canisters, with ill effects often prominent and workarounds present. You lose just a little bit of power by abstaining. I've never found these "L3" creation versions useful, by the time you can make it there are better general designs. And a good increase in quantity is simply better than tiny increase in quality, there's no better creature than a Wingbolt by cost-efficiency.
Posts: 5 | Registered: Friday, December 21 2007 08:00
G1 canisters in Geneforge Series
Apprentice
Member # 12753
Profile #6
Oh dang them. I guess I have to use the canisters, the game just doesn't seem to leave a choice. What's the threshold, by the way? Less than 5 canisters, like in GF4, i.e. I can use 4 without ill effects?

OTOH I'm also thinking about playing this one time without any creations... without that responsibility to keep them alive. I doubt Guardian is the best class for that, though. Agents need essence for spells, which makes sense for creationless approach (besides, agents have spells of mass destruction), Guardians just waste it then.

.

P.S. BTW, the only thing I hated about G4 is that there seems to be no way to enable creature AI once you give them 2 Int. Why, just why is there no "on/off" button as before?
Sometimes I just prefer to have the creature act on its own and me not waste my time pointing every move of seven creatures. Yet sometimes I want to keep the creations from rushing ahead into a deadly fight. Kyshakk and Wingbolt are strong enough that they don't need absolutely any control in most locations, but sometimes it becomes like keeping the dog alive through Mutant Base in Fallout. I really want that switch back in G5, if not even a patch for G4.

[ Wednesday, January 09, 2008 18:30: Message edited by: V12 ]
Posts: 5 | Registered: Friday, December 21 2007 08:00
G1 canisters in Geneforge Series
Apprentice
Member # 12753
Profile #4
Did G2, G3 without canisters and G4 almost without - I didn't think it can possibly matter after using the Geneforge, so took some in the early stage. [BTW, the Geneforge seems to have weakened a lot since G1 - there leaving it open created hordes of near-almighty mages, and in G4 it gives just as much as a shaper apprentice powers.]
At "Tricky" difficulty, with no S/L part quitting and a couple cases when I got unexpectedly slaughtered at first turn [I'm used to ADoM].
No problem. It isn't even any harder than with canisters. Any noticeably harder, at least.

Wanted to do that in G1 on the second run, but after realizing you can't learn anything at all that way, wonder if I'd better switch to just minimal use. No-canister playthrough seems not even hardist, it's more like stripping yourself of all fun the combat part of the game is about.
Seems to be no way to learn any shaping. Or is there? I've played G1 a *long* time ago, but I vaguely remember some kind of crypt complex filled with books. Don't remember if any of them give actual creations and spells, though.

[ Wednesday, January 09, 2008 15:03: Message edited by: V12 ]
Posts: 5 | Registered: Friday, December 21 2007 08:00