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Creations Analysis, Part II in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #3
I was willing to sacrifice early creations for decent mechanics and some leadership. I never tried cryoas so I didn't mind losing my 3 fyoras and later roamers. I did use some artilas into chapter 4 with increasing strength to up their ability to hit and damage.

What I did was just before entering chapter 3 I raised my shaping level to 10. This gives strong tier 3 and 4 level creations that you can keep for the rest of the game unless they're glaahks. Guardian Dameron kept terrorizing mine even with mental barrier and some charms. Drayks, cryodraks, wingbolts, and kyshakks all will have enough health and damage ability to survive.

You do need a mixture of damage types to prevail against all the creations you face. Also after chapter 3 you definitely need 5 or more in order to have enough attacks per round when you face the "impossible" area of Western Morass, Poryphra Ruins as a Rebel, Derenton Freehold as a Shaper killing Litalia, and the expert area and final battles. You can make do with less, but why prolong fights that can be solved quickly with overwhelming firepower.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Creations Analysis, Part II in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #1
For the endgame you might want to look at damage versus drakon since that was a consideration for me to choose fire shaping. Magic shaping is marginal versus them because they resist magic attacks and a war trall isn't any better. I wish I had tried rotgroth since that might work better.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Avernum 4 for Macintosh, v1.1 Beta, Universal! in Avernum 4
Law Bringer
Member # 6785
Profile #4
It appears to install and run fine on my iBook G4 using OS 10.3.5. However in the list of drives on the left side of the finder window its image was listed as Geneforge 4 - Rebellion.

I'm sending you an email with a screenshot so you can see exactly what I mean.

[ Tuesday, November 28, 2006 21:46: Message edited by: Randomizer ]
Posts: 4643 | Registered: Friday, February 10 2006 08:00
how i get in the shapers crypt? And what is in there? in Geneforge Series
Law Bringer
Member # 6785
Profile #9
I went in there with my lone agent on torment. You need to stay hasted and creep up on the pylons so you can blast them one by one. Move in slowly so you don't get swarmed and it's not too bad. Hit and run tactics of Delicious Vlish are the best for winning.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Episode 3: A New Game in General
Law Bringer
Member # 6785
Profile #675
Loved the spam fight in Shadowvale. It gives them something to do.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Another buried string in General
Law Bringer
Member # 6785
Profile #6
The things you find reading scripts. Next you need to modify the scripts to be able to access them in game play.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Is it intentional? in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #15
If the first spell you cast is daze, with the right combination of mental magic and spellcraft, it's all you usually need. For most of the first 2 chapters you can stun most of your opponents and then pick them off one by one. One nasty thing is to use daze and burning spray since that damage comes at the end of the round. You can if you go first repeatedly daze your opponents and damage a new one every round once you are hasted.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Strategy Central -- Links to Useful Information in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #2
Actually both types require heavy mental magic, but you can use either battle magic, melee fighting, or missle weapons for your primary attack type. I suppose it's even possible to substitute creations for your attack type, but that is probably a expert challenge type to use the worst attack type for the class.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Slartanalysis: Leadership in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #10
There is some interesting loot in chapter 1, Mechanics 8 gives you the spidersilk robe, which is the best armor for low strength characters unless you get a thahdskin tunic to drop. Mechanics 12 gives the earliest girdle of genius (intelligence +2) but it's better to wait until chapter 2 and come back for it at the same time as the infiltrator's tunic in Dillame after getting tinker's gloves in Purity Workshop B.

Remember to save at least 2 creation slots for servile techs in chapter 3. Since you seem to be running low mechanics you might even want to have 3 for the traps in Northern Fens, Northern Grosch and Monarch's Realm where you can pick up an easy 700 experience disarming mines.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Some Chapter 2 Questions in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #2
I tried to kill Moseh after repairing him with no success (I got all his summoned creations attacking him in blessed and hasted mode). There is a message that there is no point in trying to sabotage his machinery the second time and you have to do it the first time usually to get through the area.

Turabi gate has the first location of essence infused skin in the gatehouse for making artifacts. It's a tough fight until chapter 4 where you get better spells to affect the tier 4 creations that guard it. Have fun slaughtering the arrogant guards. Even after you kill them all, if you later return there will be at least one new patrol guard to ask you about what you are doing there.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Off-Track in General
Law Bringer
Member # 6785
Profile #5
I missed seeing the picture until after the poll was written. So I get 0%.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
How to get out of the Giant Lands in Avernum 4
Law Bringer
Member # 6785
Profile #4
The blue dot exit is the return trip from Nodicaus' little kingdom of the undead,

The secret tunnel north of Bargha should be usable, but the doors tend to close themselves and sometimes there are new monsters in it. The only other way out of the Giant Lands is using the tunnel to the north of the pink mark going across the northern river and through lots of monster encounters going west and then south before reaching a pylon.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Episode 3: A New Game in General
Law Bringer
Member # 6785
Profile #655
I think Terror's Martyr is a loyalist since they always take him back no matter how many times they ban him. He was the main defender of the Blades of Exile forum during episode 1 mostly because it gave him a chance to design a new deadly scenario and flame without restraint.

Thanks for another opportunity to pontificate upon something I know nothing about.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Slartanalysis: Leadership in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #7
The only time I got to avoid the fight with Lethos at Cairn Gates was sending the caravan into a fight with him and then running for the signal fire to betray the caravan. At leadership 6 he will then stand down since you helped the Shapers. You still have fights with everything else in the zone.

I always have mechanics at 8 (maybe 6) since this allows doing the mines in the Boiling Mudpits as soon as you cross Citadel Gates. It's easier with a servile or infiltrator since you have higher mechanics and leadership to start than a lifecrafter. If you don't mind losing 2-3 levels on your cryoa you can always use Greenfang the Artila for a few zones to do the fighting.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Cryoa (and Artila) are the new Vlish in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #9
Thanks for the research. I wish some of it had come earlier to spare me hours of replaying areas to see what happens when you change sides for certain quests.

Cryoa should be better than anything you get until chapter 3. If you get enough charms with mind effects resistance for creations you may block the terror and charm problems in the later chapters. It means you don't waste time using spells to remove effects.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Storyline and Endings in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #3
There are two main texts depending upon whether you are Rebel or Shaper side in the last battle. Then there are splits into whether you pick Rebel, Shaper, or Trakovite for the control panel. There is a different paragraph for canister usage and there are some variations depending upon who survives the last few battles.

Either way your life pretty much sucks except for a very few cases. It's even worse for the rest of the people who aren't leaders.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Servile Battle Mage in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #11
I burned through almost all my icy crystals taking out wingbolts since this actually will hurt them. To do the Western Morass, I used 2 torrent gems just to clear out the entrance area before going inside the buildings. I found it was easier to terrorize the guards and run past rather than waste time fighting them all and then facing an endless sea of vlish.

Battle magic allows for a different approach to mass battles. Strong daze doesn't work that well by the time you face tier 4 and 5 creations. Charm works better now so you can turn them on it other. I used up madness gems until I could get mass madness in chapter 5.

There are several specials in the last 2 chapters where melee attacks are the worst choice. Even Monarch in chapter 3 is better dealt with with missle attacks. Maybe specializing in mental magic and missle weapons will work, but they take time.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Slartanalysis: Leadership in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #3
Jeff must of changed the Agent Miranda leadership from the betas since I tested it once to see about saving skill points. I checked and you are right. I don't know why I needed more in that game.

I always do Chickweed Bridge first so I can get augmentation especially for frail lifecrafters and infiltrators.

[ Monday, November 27, 2006 04:38: Message edited by: Randomizer ]
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Buying Create X skills in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #1
See the end of Canisters for the complete list of training for creations and canisters to buy. I didn't include the prices for Shaper Grim since they range from pretty average to exorbitant depending upon your reputation.

You should have enough shaping skill at each point as long as you save a few skill points for shaping classes that you don't already have.

Shaping items include - Shaper's robe (+1 in all classes) dropped by Monarch, Shapermaster boots (+2 in all classes) can be made after Quessa-uss, volcanic fetish (+1 in fire shaping), and flamewearer greaves (+2 in fire shaping) can be made after Matala's Workshop without fighting the golem.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Servile Battle Mage in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #5
I've got a melee fighting servile at level 38 in Burwood. He can deal out decent damage but he's running up against the limit experience limit where he gets nothing for most monsters. Because of the choices I made for reputation he's being forced down the Shaper path to get quests.

I wanted to see if Delicious Vlish's idea for a servile with battle magic works out as well as the numbers show. It seems like this is the equivalent of the GF3 agent can be almost as good fighting as a guardian and still use spells. It doesn't take much in skill points and equipment to get decent fighting ability and you get to use all those damaging spells. The best part is that the health is always high enough that you can get into fights that an infiltrator wouldn't be able to survive.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Quessa-Uss in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #4
It took me a while to find that lever. *grumble* I hate all the hidden levers in this game. At least the treasure is nice.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Is it intentional? in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #1
If you use a baton or spell then you usually can not move again in hasted mode. The exceptions are if you do a melee attack or click on an item to search it. The order of your actions is important.

You could always use attack spells upon yourself or an ally. The game usually only checks for melee and missle attacks where you get the can not talk during combat message. Crystal attacks can be done without causing a fight.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Slartanalysis: Leadership in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #1
There are a few corrections. It's Infiltrator's cloak not shield in Thorton. The infiltrator's shelter is in chapter 4.

Leadership 5 in Southforge Citadel when questioning Agent Miranda nets an experience bonus.

Leadership 6 in Chickweed Bridge for training and trading with Burkes for experience bonus.

You get the Tinker's bauble eventually as a reward for enough melted sand (I think about 10).

Great job since I wasn't planning to raise my leadership up so much in chapter 2.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
SYNERGY LIST: GF4?Where To Find Stuff And What It Does in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #11
quote:
Cake — Turabi Gate-SW — +7% Armor / +2 Blessing Magic

Is this for real? I saw the cake but never took the time to click on it.

I just checked and I don't get anything other than the effect 7 message.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Servile Battle Mage in Geneforge 4: Rebellion
Law Bringer
Member # 6785
Profile #2
I'm running several hours behind you since I just finished the Cairn Gates.

Level 14, health 127, essence 66, spell energy 128, strength 4, dexterity 3, intelligence 4 (+1 from girdle of intelligece), endurance 4, melee wpns. 3, missle wpns. 2, quick action 3, parry 4, battle magic 8 (+1 from carnelian gloves), mental magic 4, blessing magic 5, spellcraft 3 (I trained for 2), starting shaping, leadership 6, mechanics 10, luck 2 (+1 from lucky charm).

In Shardfield I tried 7 times with luck3 and no thahdskin tunic or fyoraskin cloak. I got the 2 cloaks later.

I still mostly using my stunning blade for the stun effect. Spell damage is moving up there. I prefer daze and burning spray since they usually don't get to fight back.

The main advantage over an infiltrator is the higher health allowed me to go and kill the drayk in Chickweed Bridge by forcing melee so I could kill it in the second round. I can survive undazed opponents that would kill an infiltrator.

I'm taking the Shaper path until I can get the rewards. The ring will give me +3 to battle magic and the thirsting knife seems to work with spell damage even with nondamaging ones.

[ Thursday, November 30, 2006 18:32: Message edited by: Randomizer ]
Posts: 4643 | Registered: Friday, February 10 2006 08:00

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