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The Refuge in Geneforge Series
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'Innocent' is such a subjective term. Those in those Refuge admit to being hostile to Shaper rule. They border on being rebels. A loyal Shaper has only one choice, and that it to wipe them out.

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Posts: 522 | Registered: Friday, November 15 2002 08:00
The Refuge in Geneforge Series
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Some of them may be criminals. It's not a sure thing, but I wouldn't be surprised.

And they do have some items of worth, such as the the only iron sword on the first island. :D

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Am I going crazy? in Geneforge Series
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I installed GF 2 so that I could use one of its endgame pictures as my desktop wallpaper. From memory, it was a picture of a drayk getting whooped by three Shapers at once (who are focus firing on him). It is similar to the end-game picture in GF 3, where your agent and two shapers are focus firing on a drayk, but it is far better drawn.

However, upon installing, I can't find the picture! Does anyone here know what I am talking about? Or did I dream this piccy up?

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Posts: 522 | Registered: Friday, November 15 2002 08:00
ADV Shaping (Battle Gamma & Co.) in Geneforge Series
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Knockback is a great idea. They implemented it in D2, I don't see why giant creations can't smack their opponents back a few paces.

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Ur-Glaak stun resistance in Geneforge Series
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I've noticed that it is very hard to stun an Ur-Glaahk via physical means. Does anyone here know the stun resistance that an Ur-Glaahk has, and how it compares with a Battle Beta?

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Posts: 522 | Registered: Friday, November 15 2002 08:00
ADV Shaping (Battle Gamma & Co.) in Geneforge Series
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The 'slowing' mechanism is a great idea. Or you could implement the mechanism used for breaking melee in Exile. The opponent gets a free swing.

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Gf3: Battle shaping worth it??? in Geneforge Series
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Bobby:
quote:

Rotghoroths are probably the best endgame creation and you can get them as no canister loyalist and rebel.

The Rotgroth would be good, if he didn't get whipped by acid and magic attacks, which are the main forms of damage utilized by the endgame opponents.

Kobra:
quote:

I've played through Gf3 twice, and ive *Never* found a use for battle shaping.

There is one nice use for battle shaping. I'll explain later, but let's continue.

quote:

Ive tried using plated bugs, and they can't do more than about 40 with a swing (And miss nearly every time).

Plated bugs used to kick butt in GF1. Then their damage got reduced in GF3, and they are rather frail to boot. So I agree, plated bugs are useless

quote:

Ive found battle alphas quite useless,

Agreed.

quote:

as ive found a simple fyora tends to last longer and does comparable damage,

Debatable. I really don't agree with that, although I agree that fyora are better value for essence.

quote:

and cryoas do *much* more damage.

Correct.

quote:

The only *somewhat* useful battle creation ive found is the thahd, as it can soak up shots so your more important creations dont get whacked, but even then, aren't very useful

Actually, the only useful battle creation is the thahd shade, which is why I always sink a point into battle shaping. The thahd shade is immune to poison, terror attacks, and mental attacks. He also has nimbleness, the hitpoints of a battle alpha, and does only slightly less damage.
So does the Searing Artila. However, the Searing Artila doesn't have one thing which the Thahd has, and that is immunity to cold. Having a meat shield which is immune to cold is useful at several points in the game, where Cyroa's swarm you. On torment, cyroa's can do 100+ damage with one breath of cold, which none of your other creations are immune to. Ergo, your Glaaks and Vlish get torn to shreds. It's quite embarassing.

So I send a Thahd shade down to take the icy breathe, and fire at the those Cyroas with my Vlish. Problem solved!

quote:

ive found Glaahks to be better than *any* of the battle creations, simply for its stun.

The Glaahk is awesome, no doubt about it. Quite expensive, but a sight better than the boring alpha.

So, all in all, I think that battle shaping is worth a point. It starts of at 2. You can create thahd shade at battle shaping of 3. So only need to spend 2 skill points on it, to raise it to a level 3.
2 skill points for insurance against ice breathing monsters (one of the most damaging attacks in the game) is worth it in my opinion.
Then spend the rest in intelligence and magic shaping! :D

[ Saturday, June 03, 2006 07:12: Message edited by: Waylander ]

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Posts: 522 | Registered: Friday, November 15 2002 08:00
ADV Shaping (Battle Gamma & Co.) in Geneforge Series
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Profile Homepage #23
Perhaps similar to Baldur's Gate II, the Shaper could engage in 'Wild Shaping'. Merely a random blast of magical energy, and you can possibly get any creation from the game. It could be something crap (Slimy Worm) or something awesome (Ur-Drakkon). Of course, your chances of getting something awesome would increase in relation to your level.

Wild Shaping could also have a good chance of harming you, or creating a rogue creation.

A little bit of randomness + unpredictability always makes a game more fun!

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Tweaking G3 in Geneforge Series
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Member # 2245
Profile Homepage #12
It would be interesting if the long-time members of this forum came to a consensus on how the Creations should be, so that we could make a 'team' mod (if you could call a bit of script editing a mod).

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Posts: 522 | Registered: Friday, November 15 2002 08:00
The Bullseye Shaper in Geneforge Series
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A few questions about your Bullseye build, DV:

1. How much did you invest in strength? If you were carrying around missile weapons, did you need a boost in strength so that you wouldn't lose AP due to encumberance?

2. How much did you invest in Mental Magic, and spellcraft?

3. How much luck did you get? And does luck increase the chances of you hitting your target?

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Playing on Torment in Geneforge Series
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Member # 2245
Profile Homepage #9
quote:

Originally written by Delicious Vlish:
I woke up and saw my shaper standing all alone on the screen and couldn't figure out what the blazes had happened and why I was all alone. Cryoas? Gone. Alphas? Gone. Vlish? Gone. And there was a blood stain right next to me

Heh, your head must have been pressing on the Space Bar button...

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Peer Review Process (was Evolution Stuff (was What is Religion, exactly?)) in General
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Profile Homepage #54
quote:

No, there's more than that it's how they fit togather. For example have you ever seen a six legged cow live on it's own?

This gal seems to be doing ok:
http://www.stevequayle.com/News.alert/03_Genetic/031013.6-leg.cow.html

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Posts: 522 | Registered: Friday, November 15 2002 08:00
ADV Shaping (Battle Gamma & Co.) in Geneforge Series
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I think G4 NEEDS to allow the PC to shape Battle Gammas. Personally, I think that an additional 'upgrade' needs to be added to each Creation type (eg, Battle Alpha/Beta/Gamma, Vlish/Submission Vlish/Terror Vlish, etc).

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Cool little discovery. in Geneforge Series
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I was fiddling about with the Terror Vlish, trying to get him to use his third attack... Terror.
It was mentioned in the past that perhaps if you didn't sink two intelligence points into the Vlish, then he might use his third attack.

They weren't far from wrong...

http://i5.photobucket.com/albums/y188/Red_Wizard/terrorvlishterrifies.jpg

Failing to give the Vlish two points will NOT cause him to use his terror attack. He will always use the poison ranged attack.

However, if you smack him around a bit, he turns rogue. THEN he uses his terror attack.

I don't see his this could be made into a viable strategy, but it sure is an interesting loophole. No doubt the veterans here will find it a morbid curiosity.

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Two questions which have plagued me in Geneforge Series
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Two unsolved mysteries for me in Geneforge 3, even after years of play:

1. After clearing out the basement on the first island, the shopkeeper mentions that he has unlocked a cabinet. Where is this cabinet?! I've searched everywhere, and there is nothing which I can open after doing the quest which I couldn't beforehand.

2. At two points in the game, you find dead serviles with specials markings on a strip of bark. Does this have any relevance whatsoever in the game, or is it just a red herring?

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Searing Artila in Geneforge Series
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Member # 2245
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Anti:
quote:

Oh, wait! That's not poison elemental damage, it's mental damage! Duh. The Terror Vlish poison attack is flagged as that type of damage because it used to be a terror attack. Duh, Slarty.

Not necessarily. Searing Artila are not damaged by ANY poison attacks, or by secondary poison. Check out the Searing Artila in my screenshot. He's in a poisoned state, but is taking no damage per round.

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Broken Vlish: a too long analysis in Geneforge Series
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I don't think that the Vlish need to be fixed. Sure, if you specialize in them, they are quite powerful. So what? If you specialize in Strong Daze, you're quite powerful.

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Mechanics of 'Dominate' in Geneforge Series
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I used an editor to give myself 30 spellcraft, 30 mental magic, and 4 in dominate.

At best, I could dominate a spiny crawler for a total of 4 rounds. Ehhhh, that's quite disappointing.

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Searing Artila in Geneforge Series
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Another very interesting update, folks.

Searing Artila appears to be IMMUNE from going rogue.

That's right. I've tested this 'extensively' for a whole of 10 minutes.

I didn't sink any intelligence into my precious Searing Artila. And then I battered him down to near 0 health.

The dialog them comes up with multiple "Searing Artila goes rogue" messages, and after each message is a "Searing Artila resists charm spell". My searing artila hence remains firmly under my control, despite about 10 trials. Sadly, it can still be thrown into terror by low health (but NOT by terror spells).

Perhaps this has no effect on gameplay (although you could say that perhaps you are better off not sinking any points into intelligence).

In otherwords, Searing Artila appears to be completely immune to mental magic. This includes...
- Terror.
- Dominate.
- Charm ray.
- Daze.
- Rogue

[ Monday, May 29, 2006 21:35: Message edited by: Waylander ]

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VIVE LA TAKERS!
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Posts: 522 | Registered: Friday, November 15 2002 08:00
Broken Vlish: a too long analysis in Geneforge Series
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Anti:
quote:

No, the damage calculations did not factor in poison or acid drips. I haven't seen poison damage go that high, but I haven't experimented with it that much either.

Even on relatively low level terror vlish, secondary poison damage tends to look something like this:

Round 2: 25 damage.
Round 3: 15 damage.
Round 4: 10 damage
Round 5: 5 damage
Round 6: 2 damage
Round 7: 2 damage
Round 7: 1 damage
Round 8: 1 damage.

Poison damage and duration apparently increase as your Vlishy increases, so it only gets better.

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Searing Artila in Geneforge Series
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Profile Homepage #2
Hah, I found out the hard way that Searing Artila are immune to Discipline Wands.

I was hitting for roughly 170 damage with Discipline Wands with my missile guardian. I blessed myself, the Searing Artila was in sight, but out of range. "I'll enter combat, and strike first. One hit with the Discipline Wand, and game over for the artila!"

Enter combat, hit Searing Artila, no damage. WTF? Dead Guardian. *sigh*

I wonder exactly what resistances/immunities are detailed in the Searing Artila script?

And is the magic damage sustained from disruption/terror/stun different from the magic damage sustained from Vlish bolt/Searing Orbs? For instance, is there "Magic Damage: Type 1", and "Magic Damage: Type 2".

It certainly lends some credibility to my belief that the Searing Artila is a good upgrade. It gets a mammoth upgrade to health (roughly twice the essence of a vanilla artila, but 3* the health), nimbleness, and now immunity to poison, terror and some forms of magic damage, as well as high resistance to the magic damage it isn't immune to. That's better than a Thahd Shade!!! And a huge advantage over the piddly roamer.

[ Monday, May 29, 2006 19:56: Message edited by: Waylander ]

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Searing Artila in Geneforge Series
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I've played GF3 for over a year, and I've happened to notice that when I fight Searing Artila, discipline wands have no effect against them. No damage whatsoever.

So I've made my own little Searing Artila's. I then went and fought the energized Vlish at the Southern Marsh. I've come to realize that:

1. Poison has NO effect on Searing Artila's whatsoever. Both primary and secondary damage of poison do no damage.

2. The Searing Artila seems to be immune to terror.

3. The Searing Artila appears to be immune to certain types of magical damage, such as the damage from discipline wands, and the damage from the terror spells. Direct damage magic spells such as the Vlish bolt attack and Magic Pylons still do damage, although only a small amount. Stun spells also do a small amount of damage, and successfully stun.
Screenshot of my battle with the Energized Vlish can be found here:
http://i5.photobucket.com/albums/y188/Red_Wizard/searingartila.jpg

[ Monday, May 29, 2006 21:17: Message edited by: Waylander ]

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Broken Vlish: a too long analysis in Geneforge Series
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Anti-Fairy:

quote:

The Terror Vlish's poison attack does poison the victim (both melee like the regular Vlish, and missile). The amount of poison (and hence amount of damage) depends on attack strength. In general it's less immediately damaging than acid is. I wouldn't rely on it, and I'd certainly say it's much less useful than slowing is.

Perhaps. But when you look at your tabulated results, you notice that a terror vlish does only slightly more damage than regular vlish. So naturally, we think 'That's crap!'. However, I'm not sure if you factored in the poison damage done afterwards. On a high level vlish, the poison could do up to 50+ extra damage.

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Broken Vlish: a too long analysis in Geneforge Series
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Just two quick questions:

quote:

10/21 Vlish 15 32 289 62 72 Slow/Pois

Odd. I always thought that the Vlish's missile attack counted as 'magic'.

quote:

10/28 Terror V. 45 39 381 65 75 Pois/Pois

The Terror Vlish's poison seems to be only slightly more damaging than the Vlish's slow bolt.
However, are we forgetting the poison damage done afterwards? Does a Terror Vlish's missile attack do continuous poison damage to a monster which has been hit? How long for, and for how much damage per round?

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Posts: 522 | Registered: Friday, November 15 2002 08:00
Mechanics of 'Dominate' in Geneforge Series
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Dominate has always been my favourite spell, due to the fact that it has the potential to do the greatest amount of damage to one target.

However, I'm curious as to the facts and figures of how 'Dominate' operates.

If you add one point into mental magic, spellcraft, or gain a skill point in Dominate, how is:

1. The duration affected? How is the duration in rounds calculated? Is it relevant to the opponent's level, and their mental resistance? How is this calculated?

2. The chance to hit affected?

3. The chance to successfully charm affected?

Perhaps these questions are a bit too technical. However, there are some pretty sharp chaps on the forum who have looked at the mechanics of certain skills in the past, and perhaps they know a bit about this.

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Posts: 522 | Registered: Friday, November 15 2002 08:00

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