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Messages - Frumple

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18616
As far as I can tell, you can't buy a wired mouse at a retail store anymore. Either you get a wireless mouse, or a tiny one with a foot long retractable cord that's meant for laptops and barely fits in the hand of a normal sized human.
The last two I've used, I got for eight bucks at walmart. The first one lasted two years -- still works, technically, but the usb connection's a little finicky. This one's been going for better than a year, now. They're normal mouse sized, optical USB mice. Onn brand. Still being sold in the same place, last time I swung by the electronics department (which was a few months ago, but eh.).

18617
It... wouldn't help you if you don't have money for batteries, but. Wired mouse? No batteries needed.

18618
Other Games / Re: Incursion
« on: May 26, 2014, 05:17:36 am »
Incoming wall of text! If you want, you can skip down to the bottom for an example starting build.

Can someone suggest me a good level 1 mage build, please ?

Well, get summon monsters I, phase door, knock or wizard lock, and a ranged attack spell of some sort (Magic missile, minor drain, or chromatic orb). Then probably floating disc. And... that's more than you really need, actually, but covers most your bases. You'll likely have some spell slots left over -- look around, check failure rates (look for penalties -- that means it's an opposed school and you probably don't want to learn it), and see if there's anything that interests you, grab it, and experiment. You'll probably want to go ahead and grab guildmage and mystic preparation as your initial feats -- that'll give you an extra level 1 spell and a minor cost reduction on your persistent buffs, which can add up.

Skill wise, you want read magic, knowledge (Magic) [This opens up new scrolls for you to scribe, which can be very useful, among other things], concentration, and use magic, in particular. Then anything else that catches your fancy -- play around a bit and see what fits your personal style.

I would almost definitely suggest drow or lizardfolk if you're getting used to playing a caster -- the former has incredibly good line of sight and the latter has built-in armor and innate swimming, which clears up some of the more common terrain issues by itself. Any race will do, actually, and all will do well, but those are probably the ones that give a new player the most initial leeway. Definitely avoid plain elves -- they've got some incredibly nasty weaknesses. A lot of bonuses to offset them, but not something you want to deal with while getting used to the game. Human, dwarf, orc, or halfling would probably be my secondary set of suggestions -- avoid kobolds, gnomes, or, as mentioned, elves. They're not actually weaker or less playable, really, just harder to get used to or better suited for very specific builds (gnome illusionists, ferex).

Your three stat priorities are Intelligence, Constitution, and Wisdom, more or less in that order. After those, a Charisma of 13 (or slightly lower -- within range of a +2 or +3 cha-boosting item is ideal, though) and as high a luck score as you can get is desirable. Strength and dexterity are mostly irrelevant, though the letter is moreso than the former -- dex is good for saves and strength for carrying stuff, but hopefully you'll be play so you can avoid reflex checks, and floating disc covers a lot, if not all, of your encumbrance issues.

Reasoning in order -- spell failure is the absolute worst thing, and more than anything that is what you want high int for, to keep from failing when you cast spells. The associated other benefits -- more spells memorizable, more skills, higher DCs for you spells -- are also great.
Constitution should be self-evident -- you don't want to die. Mages actually have a lot of ways of avoiding being in a situation where you take damage, but when you're learning the more of a buffer you have between you and death, the better. And even once you're familiar with the game, it never hurts to have some leeway for sloppy play or just plain bad luck.
Wisdom is somewhat tertiary, but still important -- it governs your mana pool and thus how long you can last before needing to retreat and recover. You can get by fairly easily with it quite low, but that takes more finesse -- something you want to avoid when you're learning the game.
Charisma of at least 13 lets you barter for buffs, which saves you mana and can get you limited access to druid and priest spells. Luck strongly influences drops, and the more you get of that the more items you'll have, which is good.

School wise, you can't go wrong with Arcana or Weavecraft. Thaumaturgy also gives you more wiggle room in regards to health, but is somewhat less direct in playstyle. Evocations are very direct, but specialty in it penalizes a lot of very important spell schools -- I wouldn't recommend for a beginner. Necromancy, enchantment, divination, and illusion are all fairly different from your standard playstyle and a little tricky (comparatively), so not something to start with. Abjuration is actually quite straightforward, too, but it's not as easily to lean heavily on a buff-heavy school was it was in the olden days (at least without abusing scroll casting). Still, perhaps not as relatively finicky as necromancy, enchantment, divination, or illusion.

--

To give an example, you'd probably want to start with something that looks kinda' like this:
Race: Drow
Stats (using point buy -- you can almost certainly get better with rolling): 11/8/15/18/15/11/12, coming out to 10/10/15/20/15/13/10 once racial modifiers are factored in. You can actually go lower with strength or dexterity -- but again, as much of a buffer for failure as possible isn't really a bad thing.
Alignment: Neutral Evil -- this gives the most freedom in regards to alignment available, oddly enough. It's only downside is vulnerability to holy weapons -- watch out for paladins!
School: Arcana
Feats: Guildmage, Mystic Preparation
Skills: Two points in: Decipher Script, Knowledge (Magic), Use Magic. One point in: Appraise (this will very quickly help you train your intelligence), Concentration, and Searching.
Spells: Monster Summoning I, Protection from Evil, Floating Disc, Wizard Lock, Expeditious Retreat, and Shield -- though it's possible for the list of available spells to vary. Don't worry about it, too much. Just make sure you get MSI, Floating Disc, and Wizard Lock. You'll start off with Phase Door and Magic Missile.

And you're good to go. First thing you'll want to do is go up the stairs and buy and wear a suit of leather or padded armor, if you've got the gold for it (and you probably will). Don't worry about being untrained -- if the item's description doesn't mention a spell failure rate, there isn't one, even if you're untrained. Doing this instead of getting Mage Armor will protect you from bonebats, and a few other similar critters. Afterwards, clear out the first dungeon carefully -- don't forget to cast protection from evil and floating disc (to start -- wait for level two to cast anything else, such as shield or expeditious retreat), be sure to use Monster Summoning I regularly, and use Magic Missile to support your summons (just be careful about shooting them!).

Hope that helps! Also, as a fair warning, I was badly sleep deprived while writing that, so if anyone chimes in and offers counterpoints, listen to them well. I've played a lot of mages, and won with every school at this point, if my memory's not failing me, but I'm also very sleepy, haha!

18619
I have toasted bread with peanut butter on top!  I beat all of you!

Bow before me peasants.
Fluffernutter on toast, plebeian. I has it. Victory est mine.

18620
Tuna. And orange cheese. In the microwave. Om nom nom nom.
... okay, when you say orange cheese, do you mean cheese that is infused with orange? Or... just the color?

What does citrus cheese taste like, anyway? From what I can recall those tend to be tastes that don't play too well, together. Though, then again, lemon pepper is excellent on mac and cheese, so... maybe orange zest cheddar wouldn't be too bad?

18621
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: May 25, 2014, 06:21:34 am »
Cheesecake is delicious. Its status as cake is irrelevant. Names are unnecessary for culinary joy made succulently manifest.

18622
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: May 24, 2014, 06:21:53 am »
Point being, muzzer fookin' necromancy in da' haus. We totes revive deadbros, and we even do it with harnessed lightning sometimes. Victor can suck it -- we got dis shit down.

Though there is admittedly room for improvement. Still. Doin' pretty good.

18623
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: May 23, 2014, 09:09:25 pm »
But we do! Fairly regularly, even.

Admittedly, not very long dead, but so long as they're still quite fresh we do a not-entirely-terrible job of bringing the poor bastards back, brain damage and whatnot be damned.

18624
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: May 23, 2014, 07:58:05 pm »
I just remembered that Heavy Metal existed when some friends and I found an old tape of it. We watched it, and I've now reached my mindfuck quota for the month. It's the absolute strangest, most offensive parts of the '80s condensed into 90 minutes of the strangest stories, capped off with a fucking depressing animated acid trip. Such a great terrible film.
The neat thing is it apparently grossed over 11 million. I actually read -- well, more like rapidly skimmed -- the first few volumes of heavy metal magazine for the first time, just a month or two ago.


E: Though, to be fair, at the very least the one with the green dude on the pterodactyl was pretty great, in a certain sense. Pretty awesome faces.

18625
If they, like CVS pharmacy recently did with their decision to stop offering cigarettes, choose to make a moral decision, they can.
Minor, and more of a "providing information" than "contributing to the discussion" thing, but CVS's decision to stop selling cigs had jack-all to do with morality and everything to do with public image -- they're wanting to expand their health services and really can't do that without biting a huge hypocrite bullet if they're still selling cigs. It helps that said expansion is slated and likely to make them several times more money than their tobacco product sales were.

So... not the best of examples. Their decision is pure cold-blooded number crunching. The only "right" or "wrong" they're considering with that decision is "more money" or "less money".

Incidentally, one of the (probably the) biggest reasons we are seeing a general increase in diversity among media? Market demographics are changing. Women having more buying power, previous minorities achieving (near) plurality in certain nations, globalization (and, by extension, new foreign markets) is growing, etc., so forth, so on. People are increasing hiring diversity -- which strongly influences content diversity -- because it gets them an edge on understanding a growing portion of the market. Just... don't confuse that for anything related to higher order functions -- right, wrong, moral, immoral, etc. That particular facet of the shift has nothing whatsoever to do with that stuff, and everything to do with profit maximization.

18626
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: May 23, 2014, 03:33:30 pm »
... 5/25, yes. 6/1, probably not. I'll be away from home, but with laptop. Just probably won't be home on time or whatev'... attending a family member's graduation. If I'm not on steam that day at start time, assume no-show.

18627
Woah, woah. Hold up. The gov's providing mac and cheese? I guess from schools, maybe, but outside of that? Because damn. To hell with food stamps, gimme' th'mac-dole. What program did these folks exploit to get M&C from the gov' instead of just buying it with tax money?

18628
Other Games / Re: Its called "AI War: Fleet Command"
« on: May 23, 2014, 01:56:52 pm »
I tend to consider something getting in range of a military station's weapons to be a failure :P

It does look like it's not as bad with MK3 ones, but even the MK2 is only barely longer range than a missile turret (and stuff gets into firing range of those way, waaay too often). But -- most of the time I've seen you folks using them, at least insofar as I've noticed, it's very, very rare those weapons actually make a difference. Occasionally swats off a raider or small group or whathaveyou, but y'all both tend to put 'em far outside their effective weapon range and, when they're not, they get blown up.

I... just don't consider their weapons as an actual feature of note :V

18629
Other Games / Re: Its called "AI War: Fleet Command"
« on: May 23, 2014, 10:41:58 am »
Re: station upgrading: Mk 3 logistic stations are arguably the best chokepoint station currently existent, imo. Halving enemy move speed, increasing your own by 200%, and preventing teleportation... all make getting through the system an absolute nightmare. Military increases damage (and, at max, prevents cloaking), but that doesn't help all that much if the critters are fast enough to just blow through before the damage adds up enough to do anything. It's hard to say what helps out turrets more, though. On one hand, the damage is nice. On the other, logistic stations mean stuff stays in turret range longer.

... mind you, I also have a vaguely unholy love of logistics stations (movement speed manipulators in general, time or otherwise) so I might be somewhat biased. But really, upgraded stations are great. If you've parked your homeworld on a chokepoint, even doubly so. Nothing says "infinite pain" like taking no cloaking, no teleportation, half speed units into a system full of double speed (or better -- delicious stacked time manipulators ♥), double damage defenders. And then the trader comes in and there goes your armor, their goes theirs doubled, and ohey your attack ranged is halved. "Get in mah bellah" says the scrap processors to the AI.

18630
Other Games / Re: Incursion
« on: May 23, 2014, 02:18:18 am »
Anything large is definitely something I'd suggest waiting on (though discussion is fine, of course) until more of the bugs are ironed out, heh. Actually getting the alignment/companion stuff in order would change the game drastically for a whole host of classes (any of the diplomatic ones*, at the absolutely least), just as an example. Same for all the inconsistent/buggy spells and abilities and whatnot, to say nothing of unimplemented stuff. Eventually bringing in the remaining prestige classes would probably do a lot in and of itself, heh.

At the moment, I'd probably say only really worry balance-wise about stuff like class/race combinations being completely unable to win or somethin', which I'm relatively sure doesn't exist -- all of the classes can definitely be won, and none of the races have any glaring issues that really stop them from victory. Closest would probably be elves simply because Maeve is (/can be) a genuinely massive nuisance.

Small tweaks here and there (like, say, dropping the Earthsinger's BAB requirement to +3, as an example) wouldn't be too bad, but anything big would probably be better waiting for later.

*And this definitely includes any of the casters -- companions and minions and whatnot are integral to really rocking the game with 'em, even (especially, to a certain extent), if you're not heavily utilizing summoning.

Here's the list of spells I'd consider making the same fix to:

Forest wall.  Solid fog.  Tanglefoot bag.  Wall of fog.  Gust of wind.

Any more?
Mm... I know grease can do it. Probably entangle (which I vaguely remember may not work at all... need to go through my druid spell list write-up fairly soon). Web? Create water, whirlpool (iirc... the one that creates turbulent water), which might be fair to turn stuff hostile if you drop it on top of something that can't swim, but it probably shouldn't turn, say, undead (who don't need to breath) allies hostile or whatnot. There's a couple higher-end spiked-ground/caltrop type spells the druids have, too... wall of thorns and spiked ground, looking 'em up -- which do have hostile/damaging components, but are the same sort of spell as Solid Fog, tanglefoot bags, or gust of wind.

Almost certainly more I'm forgetting. A lot of trap-created stuff will cause friendlies to turn hostile, actually, as well. Pretty much any AoE debuff or terrain creation/modification spell can cause friendlies to go hostile, really. There is a metamagic feat for avoiding effecting non-hostiles, though (judicious spell). Just not sure how well (if) it works. I really need to run some metamagic heavy games one of these days... I've never really used the stuff.

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