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Messages - Frumple

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20011
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 19, 2014, 01:01:25 pm »
At least until hoptoad becomes comfortably castable. Then it's less bunny hop and more Superman leap. Everywhere. Over mountains. Between mountains. Across towns. Between Vivic levels. Between Vivic districts. Everywhere. All the time.

... healing spells help. And a panic-button featherfall/levitation potion store >_>

20012
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 19, 2014, 11:14:42 am »
Nooo, the chance of success difference between no and full fatigue is pretty huge, from what I recall, especially with spellcasting. Very noticeable effect. Keeping your fatigue topped off makes a lot of things a lot easier compared to, well. Not keeping your fatigue topped off.

20013
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 19, 2014, 10:47:42 am »
Well, if I remember, spellcasting is based on fatigue, and I thought it was indirectly affected by your armor.
Eh, don't remember that much. Spell failure is related to fatigue, but you have to actively go out of your way to drain fatigue (running, melee attacks, etc.) so it's not really an issue. Plus you eventually can make good, long lasting, fatigue regen spells and basically make it a moot point.* Or enchant some fatigue regen items... pretty sure you could do that in morrowind, anyway...

*Particularly if you're running a magicka regen mod. Which I'd suggest. It really makes the whole casting experience less painful. It's not that it makes it any easier, per se -- alchemy can break resource issues with little trouble in either system -- it's just that it removes a layer of inventory fiddling and makes the whole experience much more fluid.

Okay, I know I could probably find this out by reading the manual, but since you guys are so quick and so knowledgeable... How do I use the spellcasting slot? What key is it? And how do I add the amulet to it?
There's... a key to press! I've forgotten which. I usually rebound it to... something. Vaguely remember pressing r or f a lot, though there's some bleed through with oblivion (or nehrim, anyway) going on with that. There should be a key config option thing in the options, I think. Think you can also add them to a hotkey list of some sort? 1-X, where X is a number I've forgotten.

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Oh, and how do I learn spells? It couldn't hurt to know one or two, even if I don't have the skill to succeed in them - like Remuthra said, even if I fail at casting Mark, I don't need the magicka for anything else.
You buy 'em. Mage guilds are the likeliest place to find folks that'll sell 'em (and most (all?) of them also have someone that can make custom spells for you**), but you can find 'em in other places too. The shop-dude in the first town you run into has a few. Just look for "spells" in the interaction menu-whatsit.

**Though you have to know individual spell effects before you can use them in a custom spell. No making fireballs with customized parameters (in regards to damage, aoe, etc.) if you don't know the fire effect, no tailored healing spells if you don't know a restore health spell, etc.

20014
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 19, 2014, 10:36:11 am »
Unless I'm seriously forgetting things, Morrowind doesn't care what sort of armor you're wearing in regards to casting. S'strictly a skill test, and insofar as I remember you can learn any spell at any time, s'just if you don't have the skill to cast it you'll fail and waste the magika.

One of my fairly normal builds was a ranged focused (bow+magic) heavy armor user, iirc. Probably with some stealth, too, because to hell with the sneaking malus, full plate bruiser tip-toeing past your guards~

20015
General Discussion / Re: Fanfic Recomendations
« on: January 19, 2014, 10:09:15 am »
Active works by members would want to shift over to creative projects, yes. That's what the subforum is for, heh.

20017
Just earlier in this thread somebody was saying that prisoners should always be able to opt for the death penalty should they so choose...
I've actually advocated that myself, but only for lifers who have no chance of parole.
Barring a major change in how our society deals with ex-cons, I'd frankly just open it up for pretty much anyone. That, or potentially exile of some sort. By and large, having a felony on your record closes off... well, far too much. To a fair extent, at that point you might as well be either dead or in another country, because you're not going to interact with the majority of the one you're in ever again. The social and legal stigma is pretty damn bad. Felony conviction's actually on the short list of things I would kill myself over, heh. Quality of life after any jail time would tank straight to hell.

And... yeah, it's not just talking out the ass. My father's got multiple felony convictions, and mi madre's interacted with a number of ex-cons due to work over the years. It pretty much fucks you for the rest of your life, hard. Second class citizen or worse -- you are effectively removed from society, just barely less than if you were dead or kicked out. The actual prison time (and that's often hell enough) is just the start. States' recidivism rate isn't some strange phenomena.

Dignified way of being able to opt-out of the remaining years of bullshit would be nice. And yeah, it'd be abused and folks would be "encouraged" to take the option -- or just outright killed off the books -- but there's not exactly much room on the slide to slide further as is. States have serious goddamn issues when it comes to folks convicted of crime.

20018
Other Games / Re: Gearhead RPG questions thread!
« on: January 18, 2014, 11:33:51 pm »
Ah, again, though, it also governs ECM, which allows for what amounts to another dodge chance vs... some stuff. I think ranged attacks in general, but not melee. As you note, it's kinda' useless for the status aspect, but another layer of defense makes it nearly as golden as piloting or <whatever the blazes governs shields>.

Wish I hadn't forgotten the formula involved. I knew it, once :-\

20019
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 18, 2014, 11:27:18 pm »
Okay, who left two half-full, giant cans of beer in this bathroom stall?
Are they actually filled with beer, or are they filled with piss?
Siru is in the states. There may not be a meaningful difference.

20020
Other Games / Re: Gearhead RPG questions thread!
« on: January 18, 2014, 11:16:19 pm »
Eesh, actually kicked up a game again for the first time in a while. Minor early tip that's quite useful... dunno if the guides cover it or not, but whatever. If you run through the starting tutorial (and you probably should, the corsair's a decent enough starting mech... overall better than the other options, iirc), when you reach the shopping tutorial part, if you keep telling Q-boy "No, I'm not done" (or something to that effect) he'll continually restock his inventory. If you feel like being game-y, it's a good way to make sure you start out with certain desired equipment (like, say, a stack of deathwings).

Also, while putting a point into certain skills -- conversation, shopping, and likely flirtation -- on creation is a good idea, it's important to remember there is skill XP in Gearhead... which is to say, you can train skills up strictly by use. Certain very regularly used skills (like the ones mentioned) are very, very easy to get to five or six just through use. So stick a point in 'em, but don't waste actual XP until they're up a bit (E: If at all. You may be able to coast on manual training until you can kick up a money->skills loop of some sort and save XP strictly for stat boosts.). S'not terribly troublesome to do the same with primary combat skills if you've got alright governing stats, too.

@ Electronic Warfare, iirc, it also governs ECM -- which is another layer of defense, and worth it in and of itself just because of that. Forget how valuable it is in GH1, but in GH2 it's pretty darn useful. Reason enough to at the very least not outright tank craft.

... also, am I forgetting things, or did spot weakness get a serious nerf between the two games? Forget if SW worked with burst weapons in GH1 or not... know it just works with single shot stuff in GH2, which makes it useful only if you're avoiding multi-hit stuff.

20021
You wouldn't want to start killing offed depressed teens, would you?
Pretty sure that wouldn't be an issue in the states. We don't really consider non-adults particularly human in regard to many legal rights (more along the lines of their guardian's property, really), so even if assisted suicide was legal people under the age of majority wouldn't be able to avail themselves to such. Legal guardians might be able to sign off on it, though!

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Assisted suicide should only be availible to those of sound mind.
And how do you stop the normal catch 22 of "desiring suicide == not of sound mind"? There's plenty (usually people that haven't actually experienced much, if anything, that would lead them to want to off themselves ::)) that hold that more or less as a psychological axiom.

20022
But assisted suicide will always meet this sort of resistance no matter where it's proposed. Out of interest, can it be legalised on a state-level?
Physician assisted suicide is apparently legal in four states at the moment. So apparently yes.

20023
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: January 18, 2014, 05:49:40 pm »
... y'know, I had forgotten antimagic mindslayers can TK wield arcane weapons. Or rather, forgot that TK wielding really and truly does ignore any and all prerequisites. Hello
Spoiler: Latafayn (click to show/hide)

I think me and that 8% lifesteal of yours are going to be friends for a little bit.

20024
Other Games / Re: Gearhead RPG questions thread!
« on: January 18, 2014, 05:10:16 pm »
Hoohoo, yeah, pet bots as opposed to people bots. Iirc, you could shove boomerangs onto those, too, which was great (definitely could if you swapped into tactics mode or whatever that was). Just kinda' meander around while your rolling horde-ball of robotic 'rang flapped all over the place. Sentient bots, though... reason I held (hold, really) 'em in really high regard is that with a decent skill and a decent roll, you could create critters with absolutely ridiculous base stats. Reflexes in the 30-40+ range, crazy crap like that. And then train skills on top of it, when out of the box half the time they'd breeze through end-game fights on raw statage alone. Pretty crazy.

And yeah, those... man, Haihos? I think that's it. Their flying doom hammer thing. Easy early game pickup, if a bit heavy. Shorter range, yeah, but especially with a bit of skill backup they hit like an oncoming freight train loaded down with impact-triggered explosives. One-shots or near to it were pretty common, both early and later on. Serious, serious amount of pain. Do need the skills to be able to hit, but... yeah. Excellent backup weapon.

What was really best, though, was to just mod in a mecha scale THROW/RETURN token. Probably during the process of converting the SF:0 add-on junk to SF:2. Things get a lot more flexible after that, ha.

20025
Other Games / Re: The Elder Scrolls III: Morrowind
« on: January 18, 2014, 03:53:59 pm »
Guards that defend you is a mod, actually. Vanilla Morrowind/Tribunal/Bloodmoon, guards will only act if you're attacked by a mob (or you attack an NPC).
... that said, unless my memory is seriously failing me, being attacked due to taunting and whatnot does stop killing them from being counted as murder. So it's a potential way to get around trouble with the guards and paying off bounties and whatnot. Don't recall bothering with it much, m'self. Would rather just steal everything >_>

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