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Best PC class? in Geneforge 4: Rebellion
Apprentice
Member # 3818
Profile #20
Sorry, Synergy, but I agree with the Vlish. Battle Magic is highly effective with an Infiltrator, but Mental Magic makes me curse maniacally at the screen when the "...resists the charm/daze/strong daze/terror..." message is displayed. And this after subsequent castings of the same spell. With 20 Spellcraft and 9 Mental. At the start of Chapter 4. Too many upper tier creations are resistant to mental effects.

The only consistently effective spells are Wrack and Energy Shackles. Vegas has better odds than my PC using some of the more aggressive Mental spells.
Posts: 10 | Registered: Monday, December 22 2003 08:00
Has Jeff neglected the Eyebeasts/Gazers in Geneforge Series
Apprentice
Member # 3818
Profile #25
From Melancon Eye:

text1 = "_I came from foul Zhass-Uss, where the foul Takers made me. They make my kind. Very few of us, for we are difficult to create. And then I was cast out._";

From Thot-Tha:

question = "Barzahl designed you?";
text1 = "_Barzahl's eyes saw the spark, the idea. But it was the Takers who created me. They are mighty._";

The drakons are encountering the same problems Shapers have with drayks: Gazers and eyebeasts are created rogue. Later in the Geneforge series, it is revealed that drakons cannot control powerful, rogue creations (Monastery Caves, Inner Gazak-Uss). This could be a reason why the Barzites did not pursue creating gazers and eyebeasts with the same intensity as the Takers.

Because of their rogue tendency, gazers and eyebeasts are far and few in-between. They are too independent and too few to become a force to challenge the drakons. The gazers are content with the power they have.

Again from Thot-Tha:

text2 = "_But I did not care for their madness and their desire to destroy Shapers. I do not fear you, Shaper, but I see no reason why I must fight with you. That is why I came south to help the Barzites._";

Would you want an ally dedicated to your cause entirely, or one who makes the aforementioned statement?
Posts: 10 | Registered: Monday, December 22 2003 08:00
How exactly does Trajkov stay sane? in Geneforge Series
Apprentice
Member # 3818
Profile #30
Trajkov, despite his strength of will, succumbs to a stronger, more potent human emotion: greed.

text2 = "_I am Trajkov, Shaper. I brought you to this island. I want you to help me. When you hear what I have to say, I believe you will help me. Everything you have done to hurt or help my cause is now forgotten or forgiven._"

"I have some gloves. (Show them to Trajkov.) However, the presence of your creations will interfere with the Geneforge. (Lie.)";
text1 = "Trajkov's eyes widen when he sees the gloves. Greed prevents him from thinking too hard about your request. _Oh, yes. Of course. Instability. Fine._";

According to the information we are given, Trajkov, compared to the PC, is a leader and one can assume he has been in a position of leadership for years. The Sholai must think highly of an individual if he is sent on an expedition across the "great sea," reminiscent of the European explorers crossing the expanse of the unknown.

Whereas the PC is literally a babe in the woods, an apprentice, not even a full Shaper. Just a slight difference between the two.
Posts: 10 | Registered: Monday, December 22 2003 08:00
House Unshaperlike Activities Committee in Geneforge 4: Rebellion
Apprentice
Member # 3818
Profile #124
quote:
Originally written by Kyrek:

People who generate wars are bad, yes. The drayk genocide wouldn't have happened without shaping. Also, the drakons wouldn't exsist, to wage a war, without shaping.

A rock or stick won't give you world domination.

Slight correction, as I feel you are referring to the extermination of the drayks.

Genocide is the same species killing, massacring, annihilating, etc., all or a part of itself, e.g., Rwanda, Darfur, and the Serbian-Croatian conflict come to mind. We are seeing signs of that in Geneforge 4. The drakons seemed to have forgotten their "humble" roots as drayks and are attempted to prune that evolutionary weakness from their blood.

Nioca: "Genocide is an extreme form of discrimination."
You got that right. And then some.

Magic is a powerful tool. But to have access to the most powerful spells, one had to be altered to use them. Return to Geneforge 2. To access the upper tier spells, one had to be Shaped. The most powerful spells in each Magic group required the user to undergo this process, something still forbidden by the Shapers. The only sect that did not offer this sample of power was the Loyalists. Despite their failures, the Loyalists were still true to the Shaper principles.

ET stated: "On shaping vs. magic: Shaping is more destructive than magic, I'll admit to that."

A simple fact. To reiterate again, using the spells of mass destruction and havok require one to be Shaped. And still does to a degree. What flavor of Kill do you want you canister to be, flourescent green or evervescent mint? Seriously, look at the previous two Geneforge games. Though it has changed slowly since Geneforge 2 (Khyryk offering to train one in "forbidden" spells and Shaping), you still need that canister to get your kicks.

Once again, return to Geneforge 2. Barzahl was the individual who had the vision, the insight, to create the most powerful creatures: the rhotgroth and the drakon. Although the gazer was created by the Takers, the design originated from Barzahl. I believe the quote was, "Barzahl had the mind, but the Takers had the power." I doubt that Barzahl lacked the power. Perhaps his concerned was related to control. This example supports what Emperor Tullegolar stated before: "Shaping is more destructive than magic."

Mages using the more powerful spells are the ones who would dabble in Necromancy, summoning and binding of demons and the like, the ones who need to be under the watchful eye of the Shapers.

Nice discussion. Keep it up. And Merry Christmas to all!
Posts: 10 | Registered: Monday, December 22 2003 08:00
Delicious Geneforge in Geneforge 4: Rebellion
Apprentice
Member # 3818
Profile #35
I worry about the young folks doing cryak. Just say no to cryak (CRYodrAK). Drum fill please...

It was coming sooner or later...
Posts: 10 | Registered: Monday, December 22 2003 08:00
The pinnacle of perfection? in Geneforge Series
Apprentice
Member # 3818
Profile #0
What type of training and what kind of person must one be to become a true, canister-deprived, Shaped-free Agent? I am curious as to what your thoughts are. There was a short yet interesting discussion in the "Refuge" thread about Agents. Guardians and Shapers would be tempted by the canisters (and perhaps a Geneforge) for one primary reason: power.

The PC has met Guardians and Shapers who took the green goo plunge, such as the canister-addicted Barzites from GF2 and GF3 has characters with "illuminating" personalities. Yet each time an Agent has been encountered, she is a true, loyal Shaper. Period. Shanti. Macallan. Diamant. The Agent at the Besieged Camp. As the subject line indicates, an Agent seems to be the least likely tempted by the canister conundrum present throughout the series, mainly GF2 and GF3.

It would be counterproductive for an Agent to consume canisters, no doubt. The little old cleaning lady with that "glow" about her would cause some degree of suspicion. Seriously, I am interested about your thoughts on the matter.

Even though my preferred character of choice is the Agent, I have no bias against the other two classes. I respect them, have played them, but have never finished a game as either one. The Agent suits my style of play. Solo.
Posts: 10 | Registered: Monday, December 22 2003 08:00
demon fang talisman in Geneforge Series
Apprentice
Member # 3818
Profile #5
Verbatim from the description screen, the Demon Fang Talisman stats:

Weight: .4 lbs
Armor: 4%
Hostile Effect Resistance +6%
Hostile Effect Resistance of Creations +10%

Not the worst necklace to have, but there are better selections available.
Posts: 10 | Registered: Monday, December 22 2003 08:00
improvements for geneforge 3.... your thoughts in Geneforge Series
Apprentice
Member # 3818
Profile #125
A few suggestions...

Have more distinctions among the three classes. Have each class learn a skill or gain an ability unique to that class. The Shaper, Guardian, and Agent all have the potential to shape, to use magic, or to physically pummel an opponent. There is not much distinction, in my opinion. An example would be a Shaper learning the ability to shape the most powerful creation, not an Agent or a Guardian.

One should be able to further evolve a creation. An example of this is the Battle Alpha. You can evolve the Alpha to a Beta, but not to a Gamma.

Not too keen on the idea of flying creations. There are potential flying creations in GF2: the drakons of the Barrier of the Winds. If flying creations are introduced in GF3, they should be a creation of the foe(s) you must defeat. One of the endings of GF2 eludes to "other bizarre creations" wrecking havok. It could be a flying creation.

If the option to hire mercenary is in GF3, there should be some consequences (along the lines one has when using the canisters). Think about the impression that would have on humans; the mighty Shaper can create anything but must call upon the "lowly" humans for help. What would this do to the reputation of Shapers?

This was mentioned, I am sure, but a faction that deals with summoning infernal creatures. We witnessed a sample of that (Barhzites, Takers, and Tuldaric). What would happen if a faction were successful in summoning and binding a demon?

Have areas where one can level up past level 30 easily. My Agent was level 45 when I completed the game, but I had to find enemies that were worthwhile to kill (i.e., experience).

Just a few of my suggestions...
Posts: 10 | Registered: Monday, December 22 2003 08:00
improvements for geneforge 3.... your thoughts in Geneforge 2
Apprentice
Member # 3818
Profile #125
A few suggestions...

Have more distinctions among the three classes. Have each class learn a skill or gain an ability unique to that class. The Shaper, Guardian, and Agent all have the potential to shape, to use magic, or to physically pummel an opponent. There is not much distinction, in my opinion. An example would be a Shaper learning the ability to shape the most powerful creation, not an Agent or a Guardian.

One should be able to further evolve a creation. An example of this is the Battle Alpha. You can evolve the Alpha to a Beta, but not to a Gamma.

Not too keen on the idea of flying creations. There are potential flying creations in GF2: the drakons of the Barrier of the Winds. If flying creations are introduced in GF3, they should be a creation of the foe(s) you must defeat. One of the endings of GF2 eludes to "other bizarre creations" wrecking havok. It could be a flying creation.

If the option to hire mercenary is in GF3, there should be some consequences (along the lines one has when using the canisters). Think about the impression that would have on humans; the mighty Shaper can create anything but must call upon the "lowly" humans for help. What would this do to the reputation of Shapers?

This was mentioned, I am sure, but a faction that deals with summoning infernal creatures. We witnessed a sample of that (Barhzites, Takers, and Tuldaric). What would happen if a faction were successful in summoning and binding a demon?

Have areas where one can level up past level 30 easily. My Agent was level 45 when I completed the game, but I had to find enemies that were worthwhile to kill (i.e., experience).

Just a few of my suggestions...
Posts: 10 | Registered: Monday, December 22 2003 08:00