Profile for Dunbar
Field | Value |
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Displayed name | Dunbar |
Member number | 2634 |
Title | Apprentice |
Postcount | 12 |
Homepage | |
Registered | Thursday, February 13 2003 08:00 |
Recent posts
Author | Recent posts |
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The Creator in Geneforge Series | |
Apprentice
Member # 2634
|
written Tuesday, September 6 2005 08:06
Profile
As long as you have a ranged attack, he is easy. The key is that he will only spawn up to 4 creations at a time...and those creations cannot open doors. Lure them outside of the upper and lower doors, then shut them to keep them out. He has no ranged attack, so as long as you have firebolt (or wands or a stack of javelins or whatever) you can kill him easily. Posts: 12 | Registered: Thursday, February 13 2003 08:00 |
what is cheat code for getting coins? in Geneforge Series | |
Apprentice
Member # 2634
|
written Friday, August 26 2005 11:13
Profile
quote:I'm using this on my second time through. And it makes the game so much easier to play...my first time through, I collect everything I can sell in each area to get the cash I need. Honestly, I think gathering and selling stuff takes at least as long (maybe longer!) than actually playing the game...it's just really tedious. Clear an area, then go through every corner of it AGAIN gathering items to sell, making several trips because my pack gets full. Ugh. Now I just go to the sign, fill up on cash, and go about my business. I pick up nothing I don't need. It makes playing so much easier, and I don't feel guilty because having played through once without cheating I know that there is enough cash out there to buy everything I could want; I just don't have to actually go through the tedium of picking up and selling stuff. Posts: 12 | Registered: Thursday, February 13 2003 08:00 |
Suggestions for G4 creations in Geneforge Series | |
Apprentice
Member # 2634
|
written Thursday, August 25 2005 14:39
Profile
I think the ability to create rogues above and beyond your normal essence pool (and thus beyond your ability to control) is just an ability you don't have as an apprentice. Much like Hoge's ability to pass through a stone wall, or Kyrryc's (how is that spelled?) ability to teleport small distances. This is one thing I really liked about GF3...you really see new abilities that full Shapers have that set them apart from you, a mere apprentice. Sure you gain a lot of powers and shaping abilites through canisters...but there are more tricks out there you just don't know. Personally, I think the amount and power of creations you can control should depend on your leadership...after all, high leadership lets you manipulate and control the creations of other shapers. And maybe that's how rogues are created... Perhaps as long as a creation is directly connected to you (taking up some of your essence pool) it cannot go rogue. So maybe really advanced shapers learn a way to sever this bond with their creation without absorbing it, so the shaper has full use of his essence pool and still has control of the creation. However, this control is now based on his power as a shaper (the leadership skill in game); the greater the number and power of creations to be controled in this way, the higher your leadership needs to be to keep them from going rogue. Posts: 12 | Registered: Thursday, February 13 2003 08:00 |
fort wilton in Geneforge Series | |
Apprentice
Member # 2634
|
written Tuesday, August 23 2005 14:12
Profile
quote:Spoilers ahead... So in the inn, if you help Koama he unlocks a room for you (if I remember right...it's been a while since I did that). Later, he appears at the Gull north docks, and asks for another quest item (a journal), and gives a necklace as a reward (+10% acid/poison resistance for you and your creations). Not as good as the reward you get for giving the journal to the alchemist in stonespire: healing craft, minor heal, and heal improvements. Finally, he appears again on the Isle of Spears, at the southern gates I believe. He's gone mad with power gained from the items you've given him; he blames you for it and attacks you. I'm pretty sure he dropped something, but now I can't remember...might have been a shaper's boon. Whatever it was it was useless for my agent so I forgot lol. Posts: 12 | Registered: Thursday, February 13 2003 08:00 |
The accumulated skill points in Geneforge Series | |
Apprentice
Member # 2634
|
written Tuesday, August 23 2005 13:57
Profile
For mechanics, you need a max of 20 as mentioned to turn off a certain machine. There are 2 places to improve mechanics if you are willing to let others shape you (if I remember right). Other than that, you can get +9 from items: +2 tinker's gloves +4 +1 each infiltrator's cloak, vest, shield, charm +2 infiltrator's ring +1 tinker's bauble So if you are willing to be shaped, you need 9 base mechanics. 11 base if you aren't willing to be shaped. For leadership, I think my agent had a base of 7 or so, which was more than enough with +leadership items. Posts: 12 | Registered: Thursday, February 13 2003 08:00 |
improvements for geneforge 3.... your thoughts in Geneforge Series | |
Apprentice
Member # 2634
|
written Wednesday, February 11 2004 20:46
Profile
Holly: Well, I have to say I have little experience with shapers. I've beat G1 and G2 with an agent, played most of the way through G1 and finished G2 with a guardian, but never got very far as a shaper in either game. Just not my style...my agents and guardians always fight alone. Draging creations along is, for me, tedious. And the creations you find that you can get to join you are not that useful. A minion you cannot order around is more a hinderance than a help...I'll take one of them on and promptly use them as cannon fodder. As a shaper I would think you could make headway just through hit and run kamikaze missions...that is, send your minions in while your shaper hides in a safe spot, and kill what you can. If your minions die, go back to town and make more. Though having never gotten to the late game with a shaper, I have no idea how important it is to have creations you have had for a while and leveled up... Posts: 12 | Registered: Thursday, February 13 2003 08:00 |
improvements for geneforge 3.... your thoughts in Geneforge 2 | |
Apprentice
Member # 2634
|
written Wednesday, February 11 2004 20:46
Profile
Holly: Well, I have to say I have little experience with shapers. I've beat G1 and G2 with an agent, played most of the way through G1 and finished G2 with a guardian, but never got very far as a shaper in either game. Just not my style...my agents and guardians always fight alone. Draging creations along is, for me, tedious. And the creations you find that you can get to join you are not that useful. A minion you cannot order around is more a hinderance than a help...I'll take one of them on and promptly use them as cannon fodder. As a shaper I would think you could make headway just through hit and run kamikaze missions...that is, send your minions in while your shaper hides in a safe spot, and kill what you can. If your minions die, go back to town and make more. Though having never gotten to the late game with a shaper, I have no idea how important it is to have creations you have had for a while and leveled up... Posts: 12 | Registered: Thursday, February 13 2003 08:00 |
improvements for geneforge 3.... your thoughts in Geneforge Series | |
Apprentice
Member # 2634
|
written Monday, February 2 2004 00:18
Profile
quote:I've been through the whole game and never found any creature that can't be killed. And I don't cheat either. Granted I play on normal (never had the urge to try harder difficulties). I agree on killing tough enemies in a couple of hits being a let-down. The game is a bit offensively focused...in the late game, run around in combat mode and strike first = dead opponent. quote:Well, granted I haven't played with a shaper, and my agent and guardian don't use creations. But as for acid bushes, just haste and hit and run them. Don't stand there and get hit. Activate haste, go into combat mode just outside their line of sight, step in, shoot, step out of range, repeat. I've played with my agent and had little trouble. Always always buff (blessing, protection, essense armor, steel skin, haste) and run around in combat mode. That's the safest way. Oh, and strong daze helps in a pinch. But I do agree that resistances aren't always as effective as I think they should be. quote:Well, there is a bit of a learning curve. And a lot of make a mistake and you die (again, because the game is offensively focused). A good thing to do is invest in parry...a few points there can save you from the occasional attack. And make good use of the quicksave and quickload buttons. And, basically, learn from your mistakes and develop a strategy. quote:Lots of haste and hit-and-run. Or, for guardians, lots of parry and endurance. And buff, always buff. Or strong daze, heh. quote:If they take no damage, there is a problem. It probably means your skill is too low, or you are too low level, or both. Thus, you miss often or don't do enough damage to really hurt them. As an example, my agent had a battle magic of about 14 or so and spellcraft around 18 at the end of the game. quote:Well, if you are an agent, don't get hit. Use haste to hit and run, or daze/strong daze to keep them from attacking. As a guardian without minions, I've won battles with high parry (like against the groups of ghosts you face in some areas). I'd get pummeled and be unable to move, but I would riposte once in a while and whittle them down. When I would get a chance to act, I'd attack or heal as necessary. With high parry, you can parry 50%, reduce damage 50%, and even riposte 50%. Don't ask me how that actually works, as that's 150%...that's just what the game displays. Really, it sounds like your problem is mostly a lack of haste and hit and run, which can defeat most tough enemies. Strong daze is the best way to deal with groups...though aura of flames is fun when you can do it 3 times a round, hehe. But especially with an agent, try to avoid getting hit. And you don't need creations as an agent... Posts: 12 | Registered: Thursday, February 13 2003 08:00 |
improvements for geneforge 3.... your thoughts in Geneforge 2 | |
Apprentice
Member # 2634
|
written Monday, February 2 2004 00:18
Profile
quote:I've been through the whole game and never found any creature that can't be killed. And I don't cheat either. Granted I play on normal (never had the urge to try harder difficulties). I agree on killing tough enemies in a couple of hits being a let-down. The game is a bit offensively focused...in the late game, run around in combat mode and strike first = dead opponent. quote:Well, granted I haven't played with a shaper, and my agent and guardian don't use creations. But as for acid bushes, just haste and hit and run them. Don't stand there and get hit. Activate haste, go into combat mode just outside their line of sight, step in, shoot, step out of range, repeat. I've played with my agent and had little trouble. Always always buff (blessing, protection, essense armor, steel skin, haste) and run around in combat mode. That's the safest way. Oh, and strong daze helps in a pinch. But I do agree that resistances aren't always as effective as I think they should be. quote:Well, there is a bit of a learning curve. And a lot of make a mistake and you die (again, because the game is offensively focused). A good thing to do is invest in parry...a few points there can save you from the occasional attack. And make good use of the quicksave and quickload buttons. And, basically, learn from your mistakes and develop a strategy. quote:Lots of haste and hit-and-run. Or, for guardians, lots of parry and endurance. And buff, always buff. Or strong daze, heh. quote:If they take no damage, there is a problem. It probably means your skill is too low, or you are too low level, or both. Thus, you miss often or don't do enough damage to really hurt them. As an example, my agent had a battle magic of about 14 or so and spellcraft around 18 at the end of the game. quote:Well, if you are an agent, don't get hit. Use haste to hit and run, or daze/strong daze to keep them from attacking. As a guardian without minions, I've won battles with high parry (like against the groups of ghosts you face in some areas). I'd get pummeled and be unable to move, but I would riposte once in a while and whittle them down. When I would get a chance to act, I'd attack or heal as necessary. With high parry, you can parry 50%, reduce damage 50%, and even riposte 50%. Don't ask me how that actually works, as that's 150%...that's just what the game displays. Really, it sounds like your problem is mostly a lack of haste and hit and run, which can defeat most tough enemies. Strong daze is the best way to deal with groups...though aura of flames is fun when you can do it 3 times a round, hehe. But especially with an agent, try to avoid getting hit. And you don't need creations as an agent... Posts: 12 | Registered: Thursday, February 13 2003 08:00 |