Profile for Taylor


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Geneforge 2 - Question on Trainers in Geneforge Series
Apprentice
Member # 2122
Profile #0
Okay, From other posts I understand that the way trainers work in GF2 is somewhat different that in the first one. The gist that I was able to get is that for every canister or quest reward that you get for an ability, you will not be able to be trained by one level. I'm just started out but was able to confirm this in Drypeak

My question is, does the same apply for skill advancements due to leveling up? In other words, if I increase mental magic by 1 when I go up a level, would that limit my ability to use a trainer in the future?
Posts: 46 | Registered: Monday, October 21 2002 07:00
Help - West Workshop in Geneforge Series
Apprentice
Member # 2122
Profile #3
Yes, I turned them off and was no longer affected by the cold, but still it was not cleared. Any other thoughts on what should be done?
Posts: 46 | Registered: Monday, October 21 2002 07:00
Help - West Workshop in Geneforge Series
Apprentice
Member # 2122
Profile #0
All,

I pretty much beat the West Workshop in Geneforge 1 but it is not showing as having been cleared. From the faq and posts it appears that this will happen after I claim the entry baton, but I can not do this because I already got the baton from the mines.

I know this isn't a big issue since I never have to pass through here, but I'm a bit of a perfectionist and was shooting to turn the whole map green. Any tips?
Posts: 46 | Registered: Monday, October 21 2002 07:00
Message From Spiderweb - Brain Blocked in Blades of Avernum
Apprentice
Member # 2122
Profile #135
quote:
Originally posted by RamBear:
Ahem.. the thread's so long that I didn't have the patience / time to read it all.. but wouldn't it be nice to be able to rise LEVELS in character editor.. then you'd just have to spend the skill points accuired.. a lot easier to start playing harder scenarios :)
I second this. I missed one of the artifact dungeon in A3 because I yelled at one of the bums. To visit it later it was quite difficult to recreate my party as it was at the end of the last game to make the dungeon womp comparable. Especially due to no leveling up and no granted new special skills.
Posts: 46 | Registered: Monday, October 21 2002 07:00
Role Playing in Blades of Avernum
Apprentice
Member # 2122
Profile #1
Isn't this pretty much the reputation characteristic of the original series. I was a fan of that because it was my personal goal to get it as high as possible.

It's been my experience, however, that truely evil parties are difficult to work with. It's one thing to give the charcters the option to steal. It's another when they are outright evil. Nothing a good designer can't handle but it many cases it seems unrealistic when they are undertaking these quests.
Posts: 46 | Registered: Monday, October 21 2002 07:00
Feel of Blades in Blades of Avernum
Apprentice
Member # 2122
Profile #6
quote:
Originally posted by modnaR:
Yeah. New resistances would be a really good idea. Also, in either case one could save oneself the trouble of rebalancing monster hp and dealing with damage by just scaling down the damage weapons and monsters can deal.
I also think that if weapon type resists are included, the PCs should have some way to get at them.

I forgot how much editabilty Blade of Exile gives you. You're right that really this it is the scenario designer's perrogative to provide appropriate challenges.
Posts: 46 | Registered: Monday, October 21 2002 07:00
Feel of Blades in Blades of Avernum
Apprentice
Member # 2122
Profile #5
quote:
Originally posted by Jigga:
High damage isn't a problem, designes can jusrt put in monsters with higher health. The main problem is the damage caps. There will probably come a pint quite quickly where this limit is reached, and people won't be able to have their super powerful parties. It would be really nice if Jeff got rid of that (although I have a feeling he won't)
I actually had the opposite feeling but in general I start to lose interest in the game once my party gets to a certain level. This is probably why A2 why my favorite episode and is one of the reasons that A3 didn't do much for me.

My best experiences are when I am mid to intermediate level and I try to take on a fight that is beyond me (I had backtracking). I love having to leave and reenter and really horde the resources. By the end of A3, I could go through any of the dungeons (even the last one) and only have to leave to get items identified.
Posts: 46 | Registered: Monday, October 21 2002 07:00
Feel of Blades in Blades of Avernum
Apprentice
Member # 2122
Profile #0
All,

I have noticed that each Avernum has a certain feel for it. This is most noticable in Avernum III where it seems like the damages of spells and especially melee shot way up. Has there been a discussion about which Avernum Blades would be most like.

My $0.02 is that while I like the new features of A3, I was not as much a fan of the greater damage ranges. It made much of the game easier than I would have like (esp at normal difficulty), except for a few super damaging monsters (Dark Wyrms). These did so much damage in return that even at my highest level, I had to resort to using bait characters (put someone in the front with arcane shielding).

It seemed that in the earlier ones, things were more balanced and battles were less likely to be determined by one or two hits.
Posts: 46 | Registered: Monday, October 21 2002 07:00
Message From Spiderweb - Brain Blocked in Blades of Avernum
Apprentice
Member # 2122
Profile #58
I'm just starting to read through this huge thread but I'd like it'd be best to shy away from combined skills that made up of the effect of the components. I used to love getting gymnastics for my mages and priests because it gave them the effects of DEX that the used (hard to hit and act sooner) but didn't leave me paying for a high DEX. It was very cost effective. This effect is lessened if I have to buy a high dex to begin with (already giving me good dodge and initiative)
I do think the hunting (missile power + food) sounds cool.

Spellwise I think that dispel magic would be an interesting spell but one that the monsters use much more effectively than you.

Just my $0.02

[ Monday, November 11, 2002 19:03: Message edited by: Taylor ]
Posts: 46 | Registered: Monday, October 21 2002 07:00