Profile for Nick Ringer

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A Barzite Quest? -GF2- in Geneforge Series
Shock Trooper
Member # 6754
Profile #3
You have a loyalty variable. You start the game at 100. All pro-Shaper actions make it go up. All pro-servile actions make it go down. This action is probably with 3-4 points. If you're a member of the Awakened, it's not going to affect your standing; your loyalty is probably around 70. Rebels only want it below 80 or so.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
A door I can't get through...? in Geneforge Series
Shock Trooper
Member # 6754
Profile #5
Don't give anything away! How heartless! All I'm telling is that you cannot open the door from the outside. Don't worry about it.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
Trajakov must of been a great guy in Geneforge Series
Shock Trooper
Member # 6754
Profile #6
quote:
Originally written by Maxmillion:

And Gottesch was a bastard even with just canisters.
Did he use canisters? I recall him wanting to use the Geneforge, but I don't remember any mention of canisters. If someone finds discarded canister husks in his temple, let me know.

quote:
Originally written by The Ripper:

I always believed it was physiological. Some people just don't have strong enough genes it takes to absorb the power without the bad side effects.
Hooray, for I agree. The canisters alter your DNA. The human genome has some huge number of sequences -- in the millions I think -- so the number altered or the importance of those changed seem to vary not only from person to person, but from canister to canister. Example 1: Geneforge 2 had a crazed Guardian-wannabe in Rising whose use of the canisters made him violent and confused. Example 2: Geneforge 3 included the use of three canisters by the leader of the Besieged Camp on the Isle of Spears; they only made him feel warm, he said, but the third one gave him flaking skin.

quote:
Originally written by Zeviz:

... From what I understood, Shapers are at least a different ethnicity from other humans, and Shloai are yet another ethnicity ...
See the other thread concerning just that!

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
A Few Advance Notes On Geneforge 4 in Geneforge Series
Shock Trooper
Member # 6754
Profile #169
They would be powerful enough to tear down walls and melt enemies.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
Shaper Humanity in Geneforge Series
Shock Trooper
Member # 6754
Profile #3
The Shapers are usually referred to as a "sect," suggesting that they are human. However, using the term "humans" refers to outsiders -- non-Shapers -- only.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
really confused about rogue serviles in Geneforge Series
Shock Trooper
Member # 6754
Profile #12
Yep. Caught that one myself. That bastard blacksmith ... but it's just a logic error, right? Jeff, you're slipping!

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
lost some items in Geneforge Series
Shock Trooper
Member # 6754
Profile #1
There's a second Unmelting Ice in the Creator's Hall (west-most zone on Dhonal's Isle). But I'd worry about how you lost it: if you put it in a zone with 200 items, it may have disappeared; I believe you can just pick stuff up until it reappears. It's not unlikely that you dropped off some of your stuff to fight and forgot to come back for it (I did this with a lot of valuable stuff, particularly a Shaped Shield -- took me an hour to find)

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
really confused about rogue serviles in Geneforge Series
Shock Trooper
Member # 6754
Profile #10
Lady Anjali. Although, Fanjul (the old Shaper in Southwest Dhonal's Keep) will train you for very resonable prices (if you have a rebellious opinion).

As for your rebel/loyal opinion, here's how it works: you begin the game with 100 -- let's call it the loyalty variable. The higher this number is, the more "loyal" people think you are. Stating your opinion on a matter typically changes the variable by one to four points. Certain actions (like killing drunken Khogarth) change it by three to five, and a few big decisions can change it by eight points or more. People who judge you just check the variable; loyalists like you to be about 115 or more, and rebels go for 90 or lower. [b]I think[b] your leadership is added or subtracted from the skill to help you out; Anjali wants you to be 115 or greater in the loyalty department. Say you're only 107. But your leadership of 10 should bump you up to an effective 117, which convinces her to train you.

See Matt P's walkthrough to find out how to change opinion of you: above each area he has a few quick notes. The line that begins with "O:" contains the names of all the people or actions that change the loyalty variable. He also lists trainers and their prerequisite for the loyalty variable (like "Fanjul <= 90").

EDIT:

By the way, there is no benefit I can glean from a middle-of-the road path. Trainers and others who favor you based on opinion want you significantly on their side before they help you. However, you don't have to pick one side. It's most effective in Geneforge 3 to be loyal at first. I get up to about 120, or some high number, then avoid all opinion-altering situations. Since the first two thirds of the game are spent on Shaper-dominated islands, I leech all the benefits of being loyal: primarily, training from Vandrin, Diwaniya, Anjali, and Khyryk, and trade with Sciolino. Once I've sapped those resources, I'll go back and find as many opinion-changers as possible to make me rebellious. Then you can get trained by Fanjul and trade with any of the later rebels. In short, if you're just going for power, stay loyal.

[ Wednesday, April 12, 2006 12:00: Message edited by: Nick Ringer ]

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
really confused about rogue serviles in Geneforge Series
Shock Trooper
Member # 6754
Profile #6
If you talk to the one at the south -- and I love this little hidden feature, just makes the game real -- ask him where they get food, or how they survive, or whatever. When he waves at the woods, you see a glint of metal!

Dun-dun-dunnnn!

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
I Guess I Just Don't Get It in Geneforge Series
Shock Trooper
Member # 6754
Profile #10
I had no trouble, not even as a Shaper. Yet, despite having 9-10 Leadership, I was unable to coax the bastard into dissolving. However, Alwan, Greta, and two short-lived Artila took good care of the Creator.

My strategy: Alwan beats the snot out of the Creator. I stand near him and use icy crystals to fend off worms, and firebolt to hit the Creator. Greta just shoots at worms. The Artila fired at the Creator to poison it, and at the worms if they got too numerous. When the Artila run out of spell energy (after about 5 rounds), I send them on suicide missions to bite the worms. They inevitably get killed, which doesn't affect much. Between the poison effect, Alwan's sword, and the occasional firebolt from me or Greta, the Creator is toast in a dozen rounds. A worm or two tends to hang around after his death. You get a nice Empathy Blade -- great for you as Shaper -- and, I think, a Student's Belt.

So you don't have the NPC's. That makes things tough. Your (recommended) strategy: pump up one or two tough Fyora (lots of dex/str, 2 int, 0 end). Have them attack the creator from a safe distance. You sit with them and just crystal the crap out of approaching worms. If they make it to the Fyora, you're next. Save a little essence for permanent spells (Augmentation, Essence Shield) if you can, to protect you and your pets. Bless them, shield them, and hope their dex and strength is enough to hack away at the Creator. For this you'd need a bunch of icy crystals and essence pods.

My real recommendation would be to start over and ally with Alwan and Greta. The game isn't that "stingy" with experience -- in fact, you seem to be! Don't worry about every point. You'll end up replaying hundreds of battles to be a few levels ahead by the end of the game. If you must nit-pick, however, consider it thusly: party members may leech your experience, but the cumulative experience gained by the whole party is faaaar greater than that if you went solo. I mean, didn't the "You should come with me. I could use an extra blade" conversation option imply something?

(Really trying to sound helpful and not critical)

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
The Sequel in Geneforge Series
Shock Trooper
Member # 6754
Profile #12
I see.

That sounds nice. Since J.V. introduced "fading" creations in Geneforge 3, it would be reasonable to include them in the sequel. You can, perhaps, make tougher creations than you normally could; since they fade away, you don't have to maintain them.

JVFC: you bring up an interesting point. Let me dig up what he actually said:
quote:
Originally written by Spidweb:

Since the end of Geneforge 3, the rebellion against the Shapers has begun. You will play rebels, not Shapers, though you will develop shaping abilities early in the game. Without shaping, it's not Geneforge.

At this point, your character can be a human or a servile. There will be three character classes that take the role of Shaper/Agent/Guardian. I really like how that set works.

The skill list will stay the same, most likely, as I think it works very well. There will probably be 3 new creations and 8 new spells.

There will be three overall factions/sets of endings, but one of them is more hidden than the others.

A number of characters from Geneforge 3 will return.

I want the game to have many more scripted events and big battles. It's a war, and I want you to be mixed up in it.

I've never been entirely happy with how mines and traps work, so I'm tinkering with that. I want to find a way for Tool Use heavy zones to be a more fun experience.

I want to rework stealth so it's clearer what's going on and when a creature can see you.

He says that "your character can be a human or a servile," which indicates that you wouldn't be a Shaper. However -- and this is kind of splitting hairs -- so-called "Shapers" are really humans who have been named so by joining the sect. He could mean anything.

Also, Jeffers indicated that we will be able to shape. So there goes my one entry in the poll. Doesn't mean I can't write it.

He shoots down some of my other ideas in that post, and confirms my desire to fight in big battles.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
What do u want to be in Geneforge 4? in Geneforge Series
Shock Trooper
Member # 6754
Profile #2
Despite your helpful manner, it is not possible to edit a poll after it has been posted.

Maybe a little more explanation could have gone into the selections ... I mean, I see three types of servile and a few obscure creations, some new to me, but Sholai isn't in there, so I have to assume that's covered by the "outsider" choice.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
The Sequel in Geneforge Series
Shock Trooper
Member # 6754
Profile #7
I couldn't possibly have thought of everything ... although I expected complaint/ridicule based on the "I do not want to be able to Shape" it was my subtle way of reminding voters that Jeff had specifically announced (Zeviz!) the fact that the PC would not be a Shaper. Also I was going for completeness. No, I did not actually expect anyone to select it.

Wonko: can you clarify what you meant about spells? I've never played Exile. I too would like to see more multitarget spells, perhaps some that aren't too expensive -- but I guess that's what spray/swarm crystals are for. And what is summoning?

The Sholai should have their own faction though, for sure. Although they didn't seem very magical; Geneforge gave the impression that they were sailors and tradesmen (though there were a couple mages in there), and Shapers would have a better grasp of magic and stuff than ousiders. Unless, since the expedition to Sucia (which seems to have occurred quite a few years ago), the Sholai have come upon new powers: it's possible the conspirators against Trajkov (hidden in the valley north of Pentil and the caves around Kazg) returned to Sholai lands.

I think the Awakened were too peaceful and, despite their newly gained powers in Geneforge 2, seem to have been eradicated or scattered into the mountains. Their nonagression just didn't cut it with the oppressive Shapers and crazy Drakons.

I want more side quests. Little ones, like the Servile in Icy End who wants a piece of cake. That damn near made me cry.

Something I really liked in Geneforge 3 was the ability to command troops (Dhonal's Isle). It wasn't terribly interactive, but having "commanding" conversation options in Geneforge 4 would be really nice ... for example "I'll go east with the creations. You take the troops north."

I would want the ability to equip creations. How often do slain Battle Alphas drop Chitin Armor? I think humanoid creations should be able to wear armor. Servile/Human NPC's (Alwan, Greta) should equip just like the PC, weapons and all. I heard someone mention doggy sweaters for Roamers a while back ...

How about a headgear slot? I thought "pants" were an okay addition to the arsenal. Shouldn't you get a "Blessed Beanie" or a "Shaped Helmet?" The Guardian graphic wears a helmet, anyway. As far as hands, maybe you can wield two weapons (as opposed to right hand weapon, left hand shield).

That 30,000 coin limit kind of bothers me. Perhaps you can acquire a bigger purse/wallet/sack? Maybe there should be a bank? Also, why can't I haggle over prices? Leadership should affect trading ...

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
The Sequel in Geneforge Series
Shock Trooper
Member # 6754
Profile #0
We need more polls around here. You know what to do.

*The asterisk-adorned choices indicate that you can't say no, but these pretty much burn up development time. May make the game more expensive, or something. Consider this.

[ Sunday, April 09, 2006 01:01: Message edited by: Nick Ringer ]

Poll Information
This poll contains 1 question(s). 24 user(s) have voted.
You may not view the results of this poll without voting.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
A Few Advance Notes On Geneforge 4 in Geneforge Series
Shock Trooper
Member # 6754
Profile #164
We apologizes in advancement for the multiple quote-makingness.

quote:
Originally written by MagmaDragoon:

An original question... Help someone, killing people without a purpose, stealing... Maybe these action can modify your person, like in Fable, Jade Empire or KOTOR. What do YOU think?
Oooh. I like that. If you have party members like Alwan or Greta I hope they judge you. I recall an old Zelda game ... "Shame on you! Leave that poor hen alone!"

I'd find the introduction of a 'third party' to the series quite interesting. I seriously doubt that the Sholai are powerful enough to be a threat to Shaper rule.

quote:
Originally written by Waylander:

I'd find the introduction of a 'third party' to the series quite interesting. I seriously doubt that the Sholai are powerful enough to be a threat to Shaper rule.

I think that 'Echoes of the Lost Song' by David Gemmel introduces an interesting concept. Perhaps another race from far across the seas who have no knowledge of Shaping or magic, but who are technologically superior to the Shapers (pistols, muskets, cannon, etc.) The Rebellion would then be forced to choose between two evils.

The Sholai could be powerful. They seemed great in number, anyway. Your idea: brilliant. However, that could sort of bring the series abruptly to an end, much like the Aztec, Mayan, and Incan civilations decimated by the Spanish conquistadores ...

quote:
Originally written by Tom:

Anyway, the real reason for my post; to resurrect an idea from earlier, I don't think a pack ornk is all that bad an idea. Going from island to island in Geneforge 3, I had to make several trips for my Shaper Equipment, crafting items, Infiltrator items, etc. etc. I'd just make it, use it, and absorb it when I got where I was going, but some way to easily transport all of my myriad forms of delayed gratification in one trip would be quite nice.

As far as weaknesses, I think the ornk has plenty built in--too many, to tell the truth. First off, it's a traveling buddy, so that knocks you down to six slots for the more deadly incarnations of my Shaper's wrath. Second, ornks aren't noted for their melee ability. Loaded down with six hundred pounds of crap, their already hideous melee ability would decrease further, if they could attack at all--what would be a good weight cap for an ornk? Third, after making a full battle group of seven war-ornks in Geneforge 1, I noticed their critical weakness: these suckers are slow. In combat, they get where they need to go just fine, but that's turn-based. Out of combat, if I'm dealing with patrolling roamers or worse, I need my characters to be exposed for as little time as possible. My PC had no trouble . . . until he had to run back and save the ornks.

There are plenty of ways to work around or through these various issues, but if the ornk can be made into less of a joke creation, I'd not at all mind slapping an inventory on it. Maybe, like with horses in Avernum 3, you could even ride your ornks and double your traveling time!

First: shouldn't "War Ornks" just be called "Wornks?"
Second: I can't remember who presented that idea, but I submit(ted(?)) that very thing in a hopeful and extensive email to Jeff Vogel about a week ago. I said that Ornks should not take a creation slot or get a turn in battle (they would just run away), and as opposed to getting the regular stats (Dexterity, Intelligence, Endurance, Strength) they would only get Strength, which would directly affect the amount they could carry (base 50 lbs, +10 lbs per Strength point).

Checking back, it was actually me who brought up the Ornks in that ludicrously long post.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
School of Hard Knocks in Geneforge Series
Shock Trooper
Member # 6754
Profile #3
Right, I never liked playing the Shaper class. You can't be "in" the battle, and your creations leech your experience and essence.

The first time I played Geneforge I used a Guardian. Good old Dakro. I think it's a good balance of skills; since most equippable items boost the PC's battle skills, you're able to kill any common enemy within one turn, provided you can get next to it. You have enough magic skills to heal yourself, and you can make some basic creations as "cannon fodder" or "meat shields." A couple Fyora can add projectile attacks to your arsenal if enemies tend to run away. Besides, a Shaper gets his ass kicked in those "hazardous" areas.

This argument of mine has inspired me to make a poll on the subject ...

Oh, are you called "Old Scratch" from Pink Floyd's secret message? I love The Wall).

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
Shaping-Improving Vestments in Geneforge Series
Shock Trooper
Member # 6754
Profile #7
Theft, MagmaDragoon, is possible in real life. The fact that your party members can take stuff without being noticed is either
a) an inherent sleight of hand possessed by creations, Alwan, and Greta, or
b) cheating.
Since we can't Shape, Jeff gets to make up rules for it. So, as The Lurker articulates:

quote:
Originally written by The Lurker:

Hmm, I never really thought of it as cheating... In fact, it seems somewhat logical... When the main character equips a certain magical item, magical powers pour into his/her mind and tell him/her how to to make a drayk, then when it is taken off, the main character suddenly has amnesia and can't remember how he/she did it. Or maybe the main character just needs this item as power enhancement, whatever. Anyway, since the creation was fully made, it doesn't disappear when the item is taken off.
Yes, I know this may sound lame. But seriously, I think it's part of the gameplay.
... we should accept the game as it is.

Note the quote.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
Learned Pinner's Getaway in Geneforge Series
Shock Trooper
Member # 6754
Profile #16
Your desire to answer that question is accented by the age of this thread.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
Lizette in Geneforge Series
Shock Trooper
Member # 6754
Profile #13
I appreciate your faith, Dikiyoba (the Dikiyora of Dikiyobia).

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
Shen (spoiler) in Geneforge Series
Shock Trooper
Member # 6754
Profile #6
I didn't have trouble with that part ... there are only a few guards, right? I remember how do to it, sort of ...

Hide creations if you have them (stick them behind a shut door or just hit the = key to disable them). Go to the back half of the camp and turn left. Head up to the west shore, which is clear of guards. There's a storeroom to the south [2] with nothing spectacular in it. Sidle up against the west wall of the large building to the north. Now is the part where you'll want to quicksave. Get into combat mode and experimentally take a look to see where the guard is [3]. If he's not there, get to the first door on the north wall. You should be able to open it, get inside, and close it in one turn (which is good if the guard happens to be milling about there). From there freely loot the room [4]. Before leaving, quicksave again. Open the door, and repeat the combat-run-open-inside-shut with the door immediately to the east. In this room (if I remember correctly) are the maps that the gatherers near San Ru want back, and some more goodies to pilfer [5]. Quicksave again. If for some reason you feel like it, you can hide in the bare patch of shore to the east with barrels and stuff [6].

It's easier, however to get back out to the west where you were, then return south to the entrance [1]. from here you can go east and immediately south behind the buildings, where no one can see you. Walk the whole way to the south ... SPOILER: On the ground you'll find a wooden ring [8] belonging to someone in San Ru. Take it back to Norell (Diwaniya's assistant) and he recognizes its owner, revealing her as a rebel. It's nobody you get to meet in the game, so you might as well do this for the exp.

The rest of the camp is pretty useless, but if you're a completionist just use walls, doors and combat mode to skirt around guards (only 2 or 3 back there altogether) and take stuff.

And here's a rough map of the back of the camp:
...........................
..... ggggggg3gggggggg ...
.... ###X#####X###
.. # # # 6
.. # 4 # 5 #
. ##X## #############
# 2 #
###########1################ ##### g
# # # g
# # # g
# # # 7
# # # g
# # # g
# ##### g
#8
##########


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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
Lizette in Geneforge Series
Shock Trooper
Member # 6754
Profile #8
I never knew what the sd in sdf stood for.

Those low-exp quests do kind of piss me off ... maybe quests should be worth the same amount regardless of level?

[EDIT] I HAD never KNOWN what the sd in sdf stood for.

[ Thursday, April 06, 2006 12:31: Message edited by: Nick Ringer ]

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
leaving items in Geneforge Series
Shock Trooper
Member # 6754
Profile #6
Zeviz, you probably were putting your items in a zone already full of "decorative" items. That wouldn't be fun. Hey, where's my Emerald Chestguard? Replaced by a trowel. Oh, my.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
theft in Geneforge Series
Shock Trooper
Member # 6754
Profile #6
For those questions, there's typically a neutral answer, or you can just hit the checkmark to escape the dialogue (and the question). Being neutral isn't necessarily good; some people only help you if you're really tilted in one direction. But I haven't read the game script or anything for GF3 yet ...

... I am on a neutral playthrough now, however, and I find that in the first two thirds of the game it's good to be loyalist (Greenwood, Harmony, and Dhonal's Isles). Then you can get training from all the Loyalists (the captain in San Ru, Diwaniya, Lady Anjali). Don't take any major actions for as long as possible (up until the end of Dhonal's Isle, pretty much), but when you've exhausted the benefits of being a loyal Shaper, take a bunch of rebellious actions (like Lankan, Creator (to be more descriptive risks a spoiler (even though everyone has played through by now))) and find people to spread gossip or whatever.

Oh, and try to avoid canisters. They prevent you from dealing with some people. Not many, but hey. At least until you feel like slaughtering all the woodland serviles, keep under seven canisters.

Matt P's guide documents all the actions and words that change your "alliance" (listed by area).

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
United Nations? in General
Shock Trooper
Member # 6754
Profile #12
I'm quite surprised at the absence of Australians slash New Zealanders. They make up a big chunk of the connected population ...

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00
Best Spiderweb game in General
Shock Trooper
Member # 6754
Profile #11
By "arcane" I meant "old." Don't they both have the same base word? Viewing the dictionary entried of each archaic and arcane , I find that I used the word incorrectly. Shame on me ...

MagmaDragoon, I too voted for Geneforge 3.

Alas, I must try the Avernum Series. I can't JUST get Avernum 2, you know ... and to everyone, my most sincere apologies for not including the more archaic Spiderweb titles.

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Posts: 284 | Registered: Tuesday, January 31 2006 08:00

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