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Law Bringer
Member # 6785
Profile #20
Blue, no red.

Even game threads change unless they are very short question and answer types. Thread drift occurs as people get bored with the original topic and because it's easier to alter an existing thread than start a new one.

What is this snow that you speak of? I haven't had real snow in years. Too bad since it would kill off the new crop of weeds.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Chapters and Creations in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #4
The three barred/banned creations are drayk, drakon, and gazer plus their higher creation level versions cryodrayk, ur-drakon, and eyebeast. You can't buy training in them from the Shapers.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Artifacts stuff in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #2
There are plenty available in the game to find. You can buy them from several merchants in Shaper Camp Gamma, Poryphra Ruins, Derenton Freehold, and Khima-Uss if you already sold the ones that you found.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
The Fens in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #5
If you made into the fens then slip past the fights to the Rebel Camp Aziraph in the northeast. You can recruit fighters to help you against the waves of creations. Jeff warns you to stay in fight mode for most of the time.

There are a few more things you can do in chapter 2. The west part of Sandros Mine is meant to be done after chapter 3. Turabi Gate in the west of Illya is possible in several hit and run attacks to get to the corners for loot and experience. The far western edge in the center you can sneak into on haste and loot while taking some damage. To kill everyone there requires a more powerful character.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Ghaldring (SPOILERS) in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #2
Ghakdring is a master manipulator using the events to remove rivals without endangering himself with blood fueds. He also avoids any risks if the Unbound get out of control. I figure he retreats to the Ashen Isles to plot his revenge.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
G4 Website / insane reputation analysis in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #1
With high enough leadership you can avoid Betraying Safehouse to Alwan and get an experience reward. The lock to the Rivergate Keep area is that hard to pick and the spells can be gotten in the Rebel Safehouse. The only drawback is the higher cost for creation training in chapter 2.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Storyline and Endings in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #14
You need to do two major endings as either Shaper or Rebel in the last fight. You can wait until the "disturbance" in Northforge Warrens and save just before responding to it. Then fight through to the end for each side and save before using the control panel for each side. This will give you the most opportunities to see the endings (3 for each). There is nothing to be done about canister usage since it would be a waste to play low/no canisters and then race around using them to see only one or two paragraphs cbange.

I think there is another ending for using a different vat power setting that I never tried. It also changes depending upon who survives the battle.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Moseh's Permanent Strength Drain in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #6
If you break free at the first opportunity then with the help of Khur or the serviles that are there you only get drained in 1 stat. Having very high leadership is even better, but most people don't come into this area with 10.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Moseh's Permanent Strength Drain in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #2
Read the script and you'll see that it could be even worse. The drain only occurs for the pure Rebel who doesn't get the Repair Moseh quest. It's Jeff's nasty little way to get back at purists that don't try to get more options.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
The Fall of the Cryoan Empire in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #30
Actually a more Nethergate style where each class starts off not being able to do something would increase differentiation. All the classes start out being able to fight quite effectively against most of the monsters in Chapter 1 without increasing starting abilities. It's just that the differences aren't as striking as in the earlier games. Since Jeff revised shaping skills so all the classes start off with greater abilities and it takes less shaping skill to get tier 4 and 5 level creations, it's now easier for everyone to make powerful creations. The early betas made lifecrafters and shock troopers powerful since they could get the powerful creations that the others couldn't get without sacrificing their own special abilities. With the right equipment you don't even really need to spend skill points to make the better creations.

There needs to be a bit more rebalancing in the game so each class has something special.

The AI still goes after the last creation or character that attacks before its move so being an attacker as a low health character is sometimes fatal.

[ Friday, December 01, 2006 04:24: Message edited by: Randomizer ]
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Best Game Ever? in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #1
The best change for the story is that your reputation is based upon actions and not dialog choices. In the previous games you mouthed all the right words and then did the opposite. Leadership allows you to still avoid doing certain actions and avoid fights.

The new combat system is great and I'd love seeing it in Avernum 5. It makes more sense and after getting rid of a few cheats it'll be better. The mines are no longer detonated by sending your creations through them for the most part (the Wrecked Lab is an exception),

The game will still need to be balanced a bit more, but with all the changes it is expected that not everything would be perfect. It's a lot better than the revisions to Avernum 4 with a tacked on story.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
The Fall of the Cryoan Empire in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #20
I haven't liked the disposable creations because the extra abilities and damage except for the vlish aren't worth the extra cost in essence. Having to be sure that an unstabled or charged creation is away from the rest of your party and especially you is annoying. I spent most of the last half of the game using that against my enemies since collateral damage could easily weaken and help destroy them. There was nothing more satisfying than seeing 4 or 5 burning kyshakks go up in a few well placed shots.

Slarty - I have to check on initial stats since Jeff changed them near the end of testing. While they all have the same initial endurance the fighting classes should get more health per level than the shaping. I checked and a sevile starts with 50% health at base and has a better multiplier so it adds up quickly.

It adds up since you need skill points for intelligence and shaping that a servile will use to get a 400+ health by chapter 4 with augmentation and essence armor.

[ Thursday, November 30, 2006 20:58: Message edited by: Randomizer ]
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Erika, fungus and a record to set straight. in The Avernum Trilogy
Law Bringer
Member # 6785
Profile #30
quote:
Originally written by Arancaytar:
Although technically, I could edit this topic's title to "[CLOSED BY THE ARANCAYTAR]" and blank all my posts and then rant and whine until either it got locked or I got banned or possibly both.

It's too soon to replace you as mod. I need more time before I can make my move.

Finding inconsistencies in the texts is fun.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Are Fyoras Cute? in Geneforge Series
Law Bringer
Member # 6785
Profile #59
I'm surprised that this tread isn't locked with the recent turn its taken. Still I liked the cartoon.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Servile Battle Mage in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #12
Finishing up chapter 2 with the following:

Level 29, health 135, essence 212, spell energy 421, strength 4, dexterity 3 (+4 from nimble sandals and gruesome charm), intelligence 5 (+4 from girdle of genius and gruesome charm), endurance 5 (-2 from gruesome charm), melee wpns. 3, missle wpns. 2, quick action 3, parry 4, battle magic 8 (+3 ring of eye's purity), mental magic 6 (+1 gloves of succor), blessing magic 6 (+4 from Captain's shiv and Captain's boots when needed), spellcraft 7 (I trained for 2), starting shaping, leadership 10 (+2 from infiltrator's cloak and tunic), mechanics 10 (+5 from infiltrator's cloak and tunic and tinker's gloves and bauble), luck 3 (+1 from lucky charm and from Dillame's mayor). Still have 6 skill points for later training.

Not doing as well as my melee servile in some fights, but way better than when I ran an infiltrator.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
The Fall of the Cryoan Empire in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #12
I ran a lifecrafter before and after the changes in betas. A lifecrafter is a deadweight after the first few chapters. All you do it buff, heal, and daze while the creations do all the fighting. If you have enough creations you can get around the AI's tendency to send an enemy creation off to kill your frail lifecrafter.

A servile even with the gruesome charm will always have more health through out the game. With the extra strength he can wear heavier armor to reduce the damage even more. Parry will occasionally block attacks that the lifecrafter will always face.

The servile's one real problem is lower essence that will keep him from making as big and powerful an army of creations. However there are plenty of powerful mid range creations like drayks, cryodrayks, rotgroths, kyshakks, and wingbolts that will be enough for the end game.

If you want an extreme case, I ran a servile pacifist with a fyora that did all the attacks while the servile did the magic. The higher starting dexteriy and quick action allowed the combination to devastate most encounters since the servile's daze came first and the fyora attacked after the monster's turn or killed its target. If I had used a cryoa it would have been even more devastating. No need to raise anything but mental and blessing magic and healing craft. I didn't even raise fire shaping from the start since an occasional raise of creation strength was enough.

Serviles are way overpowered versus the other classes.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Slartanalysis: Leadership in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #16
I bought every living tool and stole all the ones that are unguarded. Believe me you can use them all up except for a few that Jeff put in the last zone so you don't need to bring anything to the last battle.

I forgot the pylons in the Sentinel Woods use up a living tool each for I think it was 5.

If you only do the combat path and not also the mechanic one then it isn't so bad for living tool use. Most players don't do both paths in a game.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Saving Tyrol and magda in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #3
It's pretty much scripted that they die. If you want you can join them by stabbing the kyshakk with your puny little dagger. It's guaranteed death.

The only things that you can attack and sometimes get experience for killing are the 2 battle alphas near the electrified field gate. Greta weakens them and occasionally you get a death blow.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Zero Intelligence Creations in Geneforge Series
Law Bringer
Member # 6785
Profile #4
The down side to zero intelligence creations is the loss of control. When you want to send a meatshield in to detonate a mine or go after a specific opponent then the AI won't do. Also if the opponents are too far away then the AI won't engage them.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Shorass? Second Forge? in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #2
Shorass is hiding in a building in the northeast corner of Kekelee Bridge to the east of Valeya Ruins and south of Poryphra Ruins so you probably haven't got close.

The Maddened Trall switches between physical resistance and magical resistance half way through the fight. Spine shield is great when you back him in a corner since he then helps you kill him.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Creations Analysis, Part II in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #5
I thought the Southern sentinel was a drakon but I must have mistaken an ur-drakon. That one had high magic resistance. There are several drakon encounters in the last part of chapter 4 and most of chapter 5.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Slartanalysis: Leadership in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #14
Actually living tools run out late in the game depending upon how much you use them early on for easy experience. Jeff added lots more than the early betas and even with good mechanics you have to make decisions later in the game on where to use them.

The biggest uses are the control panels in Purity Workshop B and the Poryphra South Road control panel for the electrified fields unless you are on the Shaper side.

Still if you don't mind coming back later to get items out from behind locked doors you can reduce your mechanics.

The higher level creations are quite powerful at the minimum shaping level to create them. This means that anyone late in the game can create whatever type of help they need.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Quests (MAJOR SPOILERS) in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #3
Actually this is only a list of quests and not the information that you really need to fulfill them that you would find in the hintbook. Still for a walkthrough it is helpful once you organized it by zones.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Slartanalysis: Leadership in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #12
In a way it balances out since with a single character you start getting no experience in chapter 3 for some kills and by chapter 4 it's even worse. With several creations you will get experience through out the game, but by delaying mechanics you miss out on easy early experience. The Boiling Mudpits is just made for mechanics 6 to 8 and worth almost a level.

Thanks to the leadership analysis I ran a servile with 10 leadership through chapter 2 and I'm amazed at how much easy 128 point experience I missed with avoiding betraying the safehouse, the patrol thahds in West Illya Road, etc.

You don't need more than 2 or 3 decent creations through the first 2 chapters and being able to make the higher ones with some equipment bonuses makes up for starting them later.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Storyline and Endings in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #9
GF3 mentions on Dhonal Island a Sholai looking for what happened to Trajkov and the Shapers insistance that they never heard of him.

It is fun to see the slight differences in the ending depending upon who survives. Save just before using the control panel and you can see several variations.
Posts: 4643 | Registered: Friday, February 10 2006 08:00

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