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bashing anvils in Geneforge Series
FAQSELF
Member # 3
Profile #5
Hm- I may have gotten the recipe wrong. I'm not sure where in GF3 I found that info.

I've searched these boards and they all have the same recipe. Just to be certain- you are using a Drakon scale and not a drayk scale, correct? There's a big difference.

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A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Geneforge III - in Geneforge Series
FAQSELF
Member # 3
Profile #4
Are you using the hintbook? This may be an error then. Try using my FAQ on gamefaqs to find another one if you're looking. The nearest one I see is in Khyryk's tower.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
autosave in Avernum 4
FAQSELF
Member # 3
Profile #4
Be sure to download the patch, as this does take care of some of the problematic processor demands. That may help minimize the stress on your computer.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Geneforge III - in Geneforge Series
FAQSELF
Member # 3
Profile #1
Are you checking in the correct map? I've looked through the walkthrough and can't see one listed.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
dex vs armor in Avernum 4
FAQSELF
Member # 3
Profile #5
I believe each point of dexterity reduces your chance of being hit by 3 or 5 percent.

One thing that is good to note is that armor increases your fire, cold and energy resistances by a half point per point of armor, so equipping heavy armor has a double effect of blocking some of the more common elemental attacks.

With your belt, you are probably better off equipping the dexterity belt, as there are more bonuses from dexterity than from the extra armor. A good, quick rule for armor is to count every stat point bonus provided by the armor as an extra 5% to the total armor.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Removal of waiting and interface things in Avernum 4
FAQSELF
Member # 3
Profile #14
quote:
Originally written by Randomizer:

Unless you run a singleton, money is always tight and you can never buy all the training for everyone. That's why I recommend destroying all pylons for their crystals so you have something extra instead of the stealth route west of Fort Remote.
I'd recommend instead taking the stealth route, then destroying them on the way out. Pylons that aren't initially hostile still drop crystals.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Red Rain in India in General
FAQSELF
Member # 3
Profile #18
I've looked at the author's published article. As a whole the article is not too bad for an astronomer trying to do biology. Still, it's an astronomer trying to do biology. He's had one test to confirm the lack of DNA, and the work of other groups suggests he's wrong. He has no other info on any of the biochemistry of these purported aliens, other than a bulk chemical analysis.

Similarly, there's a few other things that seem wrong. The area of extent of the red rain is all along the coast of India, which corresponds better with a random rain event than with the fall path of a meteor.

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A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Peer Review Process (was Evolution Stuff (was What is Religion, exactly?)) in General
FAQSELF
Member # 3
Profile #163
Since I'm familiar with Orgel's work, I'd like to bring your quote to task here:

quote:
Originally written by The Creator:

The evolutionary origin-of-life expert Leslie Orgel confirmed that there are three distinct concepts: order, randomness and specified complexity:
Living things are distinguished by their specified complexity. Crystals such as granite fail to qualify as living because they lack complexity; mixtures of random polymers fail to qualify because they lack specificity. [L. Orgel, The Origins of Life, John Wiley, NY, 1973, p. 189]

Be very careful when using quotes on quotes from specific scientists. Not only are you using an argument from authority, you also have the possibility of getting the whole meaning of the quote incorrect.

Dembski (who is the one who quoted Orgel in your quote above) and Orgel have very different definitions of specified complexity. Orgel is operating under a specific algorithm that defines complexity (Kolmogorov complexity) whereas Dembski has a different, all-encompassing, God-of-the-gaps definition for complexity. They are using fundamentally different terms.

Additionally, Orgel has a very large stake in the Origins of Life argument- he is the founder of the "RNA World" with the specific focus on the "Naked Gene" origin of life, i.e., that life first started with the first strand of functioning RNA ("replication-first"). Many others disagree with him and assume "metabolism first," like Wachterhauser, Dyson, and Von Neumann. Orgel definitely desires to make a distinction between life and non-life, where one may not in fact be present.

Also, the law of biogenesis is not really a law. I've seen this term commonly circulated in creationists circles, as the appeal to "scientific law" gives their argument credence to their less-educated flock. However, this "law" is better summarized as "proof against the medival concept of spontaneous generation." It doesn't apply to the first life.

quote:
Ash: Haven't read the whole thread and stuff, but isn't one distinction between ID and Creationism that ID does not necessarily conflict with evolution, and be more concerned with the origin of life in the first place?

Several Catholic clergy have actually fallen for this distinction, including one of the priests at my own church. It's actually not that simple. Many IDists argue against much of all modern science, including biology, geology, astronomy, and chemistry/physics. Arguments circulated 30 years ago by YECs have made their way back into ID. And since there is no stated "theory of ID", we have to assume that the arguments of those who support ID are the arguments of the movement itself

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Confused about ordering in Tech Support
FAQSELF
Member # 3
Profile #0
Hi- you don't need to buy it twice. When you order you are given a key that unlocks the game. You are also given the information that you need so as to be able to copy your registered data over to a new machine.

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A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Frail + Brittle Bones in Avernum 4
FAQSELF
Member # 3
Profile #4
quote:
Originally written by Zelda:

Am I wrong?
Sadly, yes. You'll end at ~32-35, depending on your desire for total quest completion and mind-numbing pylon killing. You actually sound a lot further along then you might think.

ABE:
Judging from my really quick estimate (moving halfway down my FAQ), the middle of the game is somewhere around about the Tower Colony to Camp Samuels.

[ Monday, April 24, 2006 20:39: Message edited by: Schrodinger ]

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A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
The Best Weapons in Avernum 4
FAQSELF
Member # 3
Profile #20
The Shockwave Bow is found when you're storming Rentar's keep west of Fort Remote.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Aranea Stoneseer in Avernum 4
FAQSELF
Member # 3
Profile #9
Weapons and spells damage the spiders just fine once the aranea stoneseer falls. Kill it first to make your life much easier.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Darkside Loyalists in Avernum 4
FAQSELF
Member # 3
Profile #1
Open all the doors and head south. One will lead to the next area.

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A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Truth about Traits? in Avernum 4
FAQSELF
Member # 3
Profile #2
I wrote one of those FAQs, and I'm pretty sure good constitution and thick skin aren't worth it any more. They're cheap, but don't help enough to make them worthwhile.

I'd agree and say that natural mage/pure spirit are great for their respective classes. At worst, you miss out on 10 skill points, but get a lot more from these traits with time.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Gremlin near Silvar in Avernum 4
FAQSELF
Member # 3
Profile #3
Nope, he never asks for anything. Kill away.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Test in Avernum 4
FAQSELF
Member # 3
Profile #7
Since the monsters are fairly low level, and also scripted, I don't think they actually give any experience. I've never gotten any exp from them, anyway.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Test in Avernum 4
FAQSELF
Member # 3
Profile #5
Strong daze and terror both work well with test 4. If the monsters are scared/dazed, then they won't respawn.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Where can I get Move Mountains and Dispel Barrier? in Avernum 4
FAQSELF
Member # 3
Profile #1
Move mountains doesn't exist. The tower colony for the second.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
A4 questions in Avernum 4
FAQSELF
Member # 3
Profile #2
quote:
Originally written by Dunbar42:

One other question, about lore. It says in game that you characters will share the lore skill, so you don't need to focus on one character. I've seen it mentioned on the boards that you need 15 magic lore or 25 nature lore for various things...is that 25 nature lore total? So my characters have 6, 6, 6, and 7 nature lore?
25 nature lore total for the party is indeed all you need. Don't forget that you will find at least one item that adds 2-3 points, so factor that into your plan.

However, 25 nature lore is only necessary for one specific item. If you don't want one of the most powerful bows in the game, you can save 3 points (for a set of gauntlets that require 22 nature lore), or 6 points (for most everything else, which has a max of 19 required nature lore). Up to you.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Stunning blade? in Avernum 4
FAQSELF
Member # 3
Profile #1
The stunning blade has a chance to stun enemies in addition to the damage it does. With a suitably strong warrior, you can probably keep a single opponent paralyzed with its stunning power. It's not really that much better than other weapons, though.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Losin' it in Avernum 4
FAQSELF
Member # 3
Profile #8
I'd recommend taking the path describedhere as that should get you through without much hassle.

Opal pylons fall to fire, ruby fall to ice, and jade fall to lightning.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Weapon Wisdom in Avernum 4
FAQSELF
Member # 3
Profile #3
The base damage of a blessed shortsword is 10-20, and shortswords do 1-2 damage per level of net skill you possess. Your net skill level equals your strength, melee weapons skill, and blademaster, give or take a bit for some other game mechanics.

The steel broadsword does 9-27 damage as a base, and 1-3 damage per net skill level.

For a skilled fighter, the steel broadsword will always do more damage. For an unskilled fighter, the blessed shortsword will do more damage.

You can determine the damage multiplier by taking the max damage and dividing it by the minimum damage, e.g.:
Blessed shortsword (10-20): 20/10 = 2
Steel broadsword (9-27): 27/9 = 3
Iron halberd (8-32): 32/8 = 4

So, the damage output is largest for halberd (1-4 per skill level).

The cost per item seems to be based more on base damage level than anything else. Who knows why, but that's how it is. I guess since your weapon is going to be sold to some peasant, the maximum value is given to unskilled, high-damaging weapons?

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Spoiler request: This door has a map on it, which you forget as soon as you look away in Avernum 4
FAQSELF
Member # 3
Profile #2
If you need to know where the tests are located, go to the FAQ on the top of this subset of boards, and go to (JL), (BT), (E9), (GT),(GK), and (A4). These are the locations of the tests that can be done, in that order.

Oops. Added (GT).

[ Monday, March 20, 2006 07:09: Message edited by: Schrodinger ]

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
The Abyss in Avernum 4
FAQSELF
Member # 3
Profile #1
Just play the game. You'll get there eventually. Beat the big enemy one time first.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Need Character/Party creation help in Avernum 4
FAQSELF
Member # 3
Profile #4
Honestly, it's very difficult to mess up your characters. A general plan to follow is to improve your stats (weapon for fighters, spells for magic users) until they become too expensive, then switch over. No stat is useless in this game, fortunately.

Also, don't worry about the racial penalties. At the end of the game, a human will usually have a final level about 35, and a slith a final level about 32. The 15 skill point difference is more than made up for by the racial bonuses.

Tanks (melee fighters):
Melee fighters should start with 5-6 strength, 4-5 dexterity, and 4-5 endurance. Maybe increase each stat once by level 10. Endurance can mostly be ignored at the beginning as the return per point is low at low level.

Having one sword user and one pole weapon user is a good idea, as there are some very powerful pole weapons after the demo. Give a melee fighter 3-4 points in the beginning of the game of either melee weapons or pole weapons (both skills increase damage and to hit% of the respective weapon class- there are more swords available and you can use a shield with a sword, but pole weapons are stronger). Have this at about 6 by level 10. Stick with that skill until about 15, when you may want to start boosting the other skill so as to access blademaster. Boost quick action to 2-4 by level 10 as well (quick action increases your attack order so you attack before enemies, and gives you a small chance to swing twice on a hit, doing double damage). Don't worry about bows for melee fighters, they'll be able to hit often enough without increasing the skill for a good portion of the game.

Give you tanks 2 points in arcane lore, and that will be all you need till the Fort Avernum region, where you may want to increase it to 3-4 points. Arcane lore allows you to read spell books. Never give a non-magic user tank any points in mage spells/priest spells/spellcraft unless you have a specific plan in mind (i.e., if you like blessing spells, give one or two points in priest spells, but otherwise, don't bother).

Defense (decreases chance of being hit by ~3%) and hardiness (decreases damage done when hit by a few points) are both helpful, cheap skills, that increase your survivability. Increase defense to about 2 points, and have this up to 4 by level 10.

Add two points to first aid and nature lore for your tanks. One point in luck for everyone doesn't hurt, either, though the bonuses for this skill aren't that much.

Mage:
Start with a tool use of 7-8, and add one point to intelligence and maybe strength. Put the rest into mage spells, and use the remainder on nature lore. Aim for 12-14 points in tool use by level 10, and maybe one more point in intelligence and dump the rest into mage spells. Don't add any points to spellcraft- you can find trainers who will increase this skill for $$ instead of skill points.

Priest:
Similar to mage, but increase priest spells instead. Like mage, don't add points to spellcraft. Your priest will grow in spell strength a lot faster than the mage since priest spells are cheaper and you don't have to worry about tool use. I would add points to bows for the priest (2, 4 or so by level 10), as they can be a bit fragile and have no real damaging way of taking out enemies. Sure, they have smite, but that's an expensive spell. Also, add points to arcane/nature lore, and first aid for the priest.

Ah! Beaten to it by Thuryl. He's got an excellent summary, so use that.

[ Friday, March 17, 2006 14:13: Message edited by: Schrodinger ]

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A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00

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