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A2: Dispel barrier in The Avernum Trilogy
Shock Trooper
Member # 549
Profile #2
There's an NPC named Wendy in Fort Dranlon who will join you if asked, she has level 2 dispel barrier.

[ Tuesday, July 27, 2004 22:52: Message edited by: vicheron ]
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Golems in The Exile Trilogy
Shock Trooper
Member # 549
Profile #5
The trick with going through the shifting floors is by hasting your party, going into combat mode and run across places that you're not fast enough to cross in party mode.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
favorite monster in The Exile Trilogy
Shock Trooper
Member # 549
Profile #5
The Lich, although I think they should be more powerful.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Whats your favorite in The Avernum Trilogy
Shock Trooper
Member # 549
Profile #22
I go around fighting monsters using only summons.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
dragons?love em hate em? in The Avernum Trilogy
Shock Trooper
Member # 549
Profile #15
They're way too arrogant for their own good. If they're so smart and powerful then how come they got taken down by a bunch of puny humans? If they weren't so egotistical, they could have all came together and devised a way to beat the Empire.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
VAHNATAI PCs in The Avernum Trilogy
Shock Trooper
Member # 549
Profile #10
I doubt that a Vahnatai PC would work very well unless they get a huge penalty in daylight. The only other feasible race for a PC is probably the Ogre, bonus to strength and endurance, penalty to intelligence, unless it's an Ogre Mage then it be a bonus to intelligence.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Fave Spiderweb Character in General
Shock Trooper
Member # 549
Profile #7
My favorite is either Motrax, because the oldest and wisest of the dragons or Drath, because Liches are cool.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge Series
Shock Trooper
Member # 549
Profile #49
How about creations that require two different types of shaping, spells that require two different kinds of magics and special melee/missile attacks that use energy/essence that you can learn like stunning blow, piercing missile, or critical strike.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge 2
Shock Trooper
Member # 549
Profile #49
How about creations that require two different types of shaping, spells that require two different kinds of magics and special melee/missile attacks that use energy/essence that you can learn like stunning blow, piercing missile, or critical strike.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Speculation about "that door"...? in Geneforge Series
Shock Trooper
Member # 549
Profile #49
Maybe it has something to do with the Shaper's ancient enemies. Maybe the Takers met Heustess before they were taken from Sucia Island and learned his secrets.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Speculation about "that door"...? in Geneforge 2
Shock Trooper
Member # 549
Profile #49
Maybe it has something to do with the Shaper's ancient enemies. Maybe the Takers met Heustess before they were taken from Sucia Island and learned his secrets.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge Series
Shock Trooper
Member # 549
Profile #23
quote:
Originally written by Stughalf:

The entire point of having the "Magic Shaping" division of creations is to distinguish magic-using creations from simple "straight-damage" creations. Giving Battle Shaping creations the power to cast spells would effectively remove the division between creations like, say, clawbugs and glaahks. Also, Rothgroths already have an acid attack; it's part of their standard melee attack. I do agree, though, that the player should be able to set a default attack form for those creations that have both a melee and a missile attack.

Your point about the energy for Battle and Fire Shaping creations is a good one. I would suggest that this problem be remedied in GF3 not by granting these creations spells to use up their energy, but by providing all Fire and Battle Shaping creations with a fast-recharging "Shielding Energy" bar which would take all the damage in battle for the creation until exhausted, at which time damage would begin to be subtracted from HP. Shielding energy would recharge partially between rounds of combat. Perhaps this innovation would even things out for Battle and Fire Shaping creations and reduce the near-complete dominance Magic Shaping holds in GF2.

As for the mercenaries idea, it could work. Being able to hire powerful human warriors or mages, or perhaps even Shapers, would be very interesting indeed. However, I think the "percentage of gold" thing would be rather hard to implement. A flat cost to purchase the services of a given mercenary would make things simpler.

I'm not talking about spells for battle creations, I'm talking about natural abilities. Like Thahds using their energy to do an extra powerful punch or Clawbugs using their energy to add some poison to their sting. As for the mercenary, the percentage of gold thing would not only make more sense than the flat fee, it would also prevent the Guardian and Agent from being more powerful than the Shaper. Since mercenaries will compensate for the Agent and Guardian's lack of shaping skills, having a flat fee would make Agents and Guardians like super powerful Shapers, unless the mercenaries are really expensive.

[ Thursday, December 04, 2003 10:30: Message edited by: vicheron ]
Posts: 227 | Registered: Thursday, January 24 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge 2
Shock Trooper
Member # 549
Profile #23
quote:
Originally written by Stughalf:

The entire point of having the "Magic Shaping" division of creations is to distinguish magic-using creations from simple "straight-damage" creations. Giving Battle Shaping creations the power to cast spells would effectively remove the division between creations like, say, clawbugs and glaahks. Also, Rothgroths already have an acid attack; it's part of their standard melee attack. I do agree, though, that the player should be able to set a default attack form for those creations that have both a melee and a missile attack.

Your point about the energy for Battle and Fire Shaping creations is a good one. I would suggest that this problem be remedied in GF3 not by granting these creations spells to use up their energy, but by providing all Fire and Battle Shaping creations with a fast-recharging "Shielding Energy" bar which would take all the damage in battle for the creation until exhausted, at which time damage would begin to be subtracted from HP. Shielding energy would recharge partially between rounds of combat. Perhaps this innovation would even things out for Battle and Fire Shaping creations and reduce the near-complete dominance Magic Shaping holds in GF2.

As for the mercenaries idea, it could work. Being able to hire powerful human warriors or mages, or perhaps even Shapers, would be very interesting indeed. However, I think the "percentage of gold" thing would be rather hard to implement. A flat cost to purchase the services of a given mercenary would make things simpler.

I'm not talking about spells for battle creations, I'm talking about natural abilities. Like Thahds using their energy to do an extra powerful punch or Clawbugs using their energy to add some poison to their sting. As for the mercenary, the percentage of gold thing would not only make more sense than the flat fee, it would also prevent the Guardian and Agent from being more powerful than the Shaper. Since mercenaries will compensate for the Agent and Guardian's lack of shaping skills, having a flat fee would make Agents and Guardians like super powerful Shapers, unless the mercenaries are really expensive.

[ Thursday, December 04, 2003 10:30: Message edited by: vicheron ]
Posts: 227 | Registered: Thursday, January 24 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge Series
Shock Trooper
Member # 549
Profile #15
Being able to hire mercenaries or creations would be great for Guardians and Agents. You wouldn't be able to control the hirelings and they would take a percentage of the gold you pick up and you should be able to dismiss them if you want. You should be able to select what kind of attack your creations use. All creations should have their own spells or abilities that uses energy. Especially battle creations, they have nothing better to do with their energy. Thahds could have some kind of skill that increases their attack damage. Clawbugs could have a poison sting. Battle Alphas can have some kind of regneration. Rotgroths can have an acid spit attack.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge 2
Shock Trooper
Member # 549
Profile #15
Being able to hire mercenaries or creations would be great for Guardians and Agents. You wouldn't be able to control the hirelings and they would take a percentage of the gold you pick up and you should be able to dismiss them if you want. You should be able to select what kind of attack your creations use. All creations should have their own spells or abilities that uses energy. Especially battle creations, they have nothing better to do with their energy. Thahds could have some kind of skill that increases their attack damage. Clawbugs could have a poison sting. Battle Alphas can have some kind of regneration. Rotgroths can have an acid spit attack.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge Series
Shock Trooper
Member # 549
Profile #6
Being able to dual wield weapons would be nice, especially batons since they're like guns. It would also be nice if you can create beasts of burden to carry around your stuff. It would also be nice if there are class specific skills and some more passive skills. The Shaper could have some kind of aura that gives creations within a certain radius extra hp and resistance, the Agent can have a magic deflection/reflection skill, and the Guardian can have some kind of regeneration skill. I think it would be reasonable if you were able to capture rogues and either have them brought to a NPC to be converted into one of your creations or if you had enough leadership and shaping skills, control them yourself.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
improvements for geneforge 3.... your thoughts in Geneforge 2
Shock Trooper
Member # 549
Profile #6
Being able to dual wield weapons would be nice, especially batons since they're like guns. It would also be nice if you can create beasts of burden to carry around your stuff. It would also be nice if there are class specific skills and some more passive skills. The Shaper could have some kind of aura that gives creations within a certain radius extra hp and resistance, the Agent can have a magic deflection/reflection skill, and the Guardian can have some kind of regeneration skill. I think it would be reasonable if you were able to capture rogues and either have them brought to a NPC to be converted into one of your creations or if you had enough leadership and shaping skills, control them yourself.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Speculation about "that door"...? in Geneforge Series
Shock Trooper
Member # 549
Profile #19
There's quite a few problems with the creation being a drakon. Drakons are huge, which means that it'll be easily discovered once it is let loose. Even though the Shaper's council is slow to make decisions, they're not going to just ignore a giant flying rogue creation. If it's a gazer/eyebeast, it can mind control people and evade the council while it builds its army.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Speculation about "that door"...? in Geneforge 2
Shock Trooper
Member # 549
Profile #19
There's quite a few problems with the creation being a drakon. Drakons are huge, which means that it'll be easily discovered once it is let loose. Even though the Shaper's council is slow to make decisions, they're not going to just ignore a giant flying rogue creation. If it's a gazer/eyebeast, it can mind control people and evade the council while it builds its army.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Speculation about "that door"...? in Geneforge Series
Shock Trooper
Member # 549
Profile #6
I think that it's either a Gazer/Eyebeast or some kind of Alien Queen like Spawner. Or maybe the Takers were able to resurrect one of the original Sucia Island Shaper's enemies. I don't think it's a demon since all the demons in GF2 simply want to go back to their realm. Although it could be some kind of creation/demon hybrid.

[ Sunday, November 30, 2003 19:06: Message edited by: vicheron ]
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Speculation about "that door"...? in Geneforge 2
Shock Trooper
Member # 549
Profile #6
I think that it's either a Gazer/Eyebeast or some kind of Alien Queen like Spawner. Or maybe the Takers were able to resurrect one of the original Sucia Island Shaper's enemies. I don't think it's a demon since all the demons in GF2 simply want to go back to their realm. Although it could be some kind of creation/demon hybrid.

[ Sunday, November 30, 2003 19:06: Message edited by: vicheron ]
Posts: 227 | Registered: Thursday, January 24 2002 08:00
hope lair of drakos aint important! in The Avernum Trilogy
Shock Trooper
Member # 549
Profile #7
You have to go to the Gale library to find out where Drakos' lair is.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Terminator 3! in General
Shock Trooper
Member # 549
Profile #11
I wasn't talking about the time travel stuff. I was talking about the characters and how they're like us and how they explemplify parts of us we never really see. Like how in T1, Sarah Conner, an ordinary woman becomes an extraordinary person at the end of the movie, and had the strength within her to destroy an unstoppable killing machine. In T2, a Terminator, a killing machine, is actually able to learn the value of human life at the end where John Conner commands him to go but he says: "I now know why you cry, but it is something that I can never do." He knew that he had to destroy himself in order ensure the survival of humanity, even though at the beginning, he didn't care if he succeeded or failed because he only did what he was programmed to do, so in a way he becomes more human than most humans.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Terminator 3! in General
Shock Trooper
Member # 549
Profile #8
The Terminator series is not dead, T2 was made 7 years after T1, T3 is made 12 years after T2, not that big of a difference. The Terminator movies are not just midless blood baths, they're about the human condition and our self destructive nature.
Posts: 227 | Registered: Thursday, January 24 2002 08:00
Terminator 3! in General
Shock Trooper
Member # 549
Profile #0
I'm so excited about T3 that everything I do reminds me of the Terminator movies. Every game I play reminds me of the Terminator and consequently I end up going on a killing spree with every game I play. Is anyone else this excited about T3?
Posts: 227 | Registered: Thursday, January 24 2002 08:00

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