Profile for blueman02

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is geneforge easy? in Geneforge Series
Apprentice
Member # 6311
Profile #4
A lot depends on your class and which Geneforge. I though GF1 was pretty difficult but GF2 was pretty easy. Maybe I just learned a lot from 1 to make 2 easier. I'll hold my thoughts on 3 until I complete it, but it has some tricky spots and some easy spots so far.
Posts: 8 | Registered: Friday, September 16 2005 07:00
creation SP in Geneforge Series
Apprentice
Member # 6311
Profile #4
Well you should at least put 2 pts into it when you create them so that you can control them.

Personally, that's all I ever use for 3 reasons.

1.Yes they run out of power at low lvls, but at low lvls increasing Int. doesn't do a whole lot.

2.At high lvls they rarely run out unless your useing Eyebeasts (which burn through it no matter how much Int. you upgrade)

3.I think it's more effective to upgrade their Strength instead. This allows them to hit more often and do more damage which = less shots needed, less magic power used.
Posts: 8 | Registered: Friday, September 16 2005 07:00
Geneforge series board traffic: no long tail? in Geneforge Series
Apprentice
Member # 6311
Profile #6
I agree with Odim. The first game I saw was GF1. I liked it a lot and decided to try Avernum/Exile, but just never could get into them. However, I did like the demo for the latest Avernum, so maybe I'll eventually try them again. Two different styles of gameplay leads to two different groups of players.
Posts: 8 | Registered: Friday, September 16 2005 07:00
creation SP in Geneforge Series
Apprentice
Member # 6311
Profile #2
Intelligence It will also go up as they gain levels.
Posts: 8 | Registered: Friday, September 16 2005 07:00
weight suggestion for G4 in Geneforge Series
Apprentice
Member # 6311
Profile #12
You wouldn't have to physically drop the backpack in the game, just that you wouldn't have access to it as if you had dropped it. You can use any reason you want, like - Being surrounded by Vlish and Clawbugs you just don't have time to dig past the shaper equipment, spare weapons, and extra armor to find that speed pod you put in there earlier.

"Don't attack me yet, I found it, now just give me time to move these five iron bars out of the way so I can... AAaagh!" oops your dead.

ie. While in combat mode trying to open your backpack would do absolutely nothing until combat has been ended.
Posts: 8 | Registered: Friday, September 16 2005 07:00
weight suggestion for G4 in Geneforge Series
Apprentice
Member # 6311
Profile #6
I haven't played the first two GF's in a long time but I'm pretty sure the encumbrance worked the same way in all 3 of them. It's just that it wasn't as noticable in the first two because there wasn't as much stuff to pick up.

I also thought that the quick item slots were items in your belt so they would count for encumbrance and you could use those items in battle. You just wouldn't be able to use items carried in the backpack during battle. There is no real reason to use items from the backpack anyways if you put the right items in the belt slots. A few pods/spores, weapon ammo, and maybe some attack crystals is really all you need anyway. So this should not affect combat too much, but it will make picking up misc. items from the map much less tedious. The idea is just to make the game more playable and less tedious which will make it more enjoyable overall which is again the whole idea.

I really don't care what Jeff decides to do with this issue as long as it is some sort of improvement over the current system.
Posts: 8 | Registered: Friday, September 16 2005 07:00
weight suggestion for G4 in Geneforge Series
Apprentice
Member # 6311
Profile #0
I know this was already discussed somewhere but I couldn't find it so I apologize for starting a new topic. I am a big fan of this series but G3 has been really tedious for me mostly because of the weight issue. No other Geneforge has had as much stuff to collect or save as this one has and it's a major annoyance going to town to unload 4-5 times per map. My suggestion for G4 is to make the encumbrance only for the items you are wearing. Realisticly I would assume that going into battle it wouldn't be too hard to drop a backpack before the fight starts. Also I don't think it would be too hard to change the Str/encumbrance formula (but maybe it is I know nothing about code). Like 4 Str you can only wear 30 lbs or something before being encumbered. Honestly wearing 30-50 lbs of armor would definitly slow you down in battle. This could also change the way it is played. Ideally it would be that Guardians would be able to wear the best armor and weapons, but maybe Shapers couldn't unless they trained more in Strength. That's my suggestion anyway.
**edit** Of course I would find it after I create a new topic. My apologies for makeing the same suggestion that was already made. I guess this topic can be deleted.

[ Wednesday, June 28, 2006 20:13: Message edited by: blueman02 ]
Posts: 8 | Registered: Friday, September 16 2005 07:00
is levelling creations really useful? in Geneforge Series
Apprentice
Member # 6311
Profile #4
Creations gain 1 pt. to all stats every 2 levels ( this is automatic, you do not pay extra essence for this ). So if a creation has been alive a while and leveled up a lot, it could be stronger than a new one you create. But if you have a lot of +to shaping items or recently spent points on your shaping skills, the new creation could be stronger. Some people use weaker creations from the beginning and by adding a few extra points and keeping them alive, they have a strong creation for a cheaper essence cost. Basicly it all depends on your personal preference and style of playing.
Posts: 8 | Registered: Friday, September 16 2005 07:00
is levelling creations really useful? in Geneforge 2
Apprentice
Member # 6311
Profile #4
Creations gain 1 pt. to all stats every 2 levels ( this is automatic, you do not pay extra essence for this ). So if a creation has been alive a while and leveled up a lot, it could be stronger than a new one you create. But if you have a lot of +to shaping items or recently spent points on your shaping skills, the new creation could be stronger. Some people use weaker creations from the beginning and by adding a few extra points and keeping them alive, they have a strong creation for a cheaper essence cost. Basicly it all depends on your personal preference and style of playing.
Posts: 8 | Registered: Friday, September 16 2005 07:00