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Saint Freak
Apr 16, 2007

Regretting is an insult to oneself
Buglord

juliuspringle posted:

I would LOVE a new Monster Rancher game, though I have no idea how that would work these days.

DS had I think the latest one. You could either make a scribble with the stylus or yell in the mic to generate a monster. It didn't really have the same charm though because even if someone said "I drew/said X" to get a monster there was no way in hell you were going to be able to reproduce their exact drawing/intonation/accent/etc.

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FanaticalMilk
Mar 11, 2011


DraconicImpulse posted:

Shouldn't be too crazy. EVO had CD and DVD support, just toss in BluRay and it's golden. Maybe something else for games that are on the hard-drive rather than on disc.

Just make it like Audiosurf and have it pull from a folder of mp3s.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Anybody have general tips for Bloodbowl 2?

Ainsley McTree
Feb 19, 2004


Safari Disco Lion posted:

Run a new Monster Hunter as a built-in-Steam game that makes monsters based on the games you own. :haw:

Finally, a reason to be proud of owning Bad Rats

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


HOOLY BOOLY posted:

Anybody have general tips for Bloodbowl 2?

Having money counts against your team value, and your team value determines what you face.
Don't be afraid to release some guys if they get crippled up to the point that they're no longer useful. Since they are also increasing your team value, sometimes you just have to bite the bullet and get rid of a guy and hire a replacement.
Rerolls are a godsend, and if I recall they're discounted during team creation. Get at least a couple!

I'd honestly suggest looking up some guides or videos on it if you've never played Blood Bowl before in general. A lot of the basic stuff is fairly common sense, but there's a bunch of traps. Jade Star plays a fair bit of BB2 on his stream, and he's pretty good at it, and if I recall cKnoor did an LP of the first Blood Bowl that might have some advice in it.

Oh, and accept that poo poo is going to blow up in your face eventually. Probably sooner rather than later. The dice hate everyone, and no matter how many precautions you take eventually you're going to roll double skulls into double skulls on the reroll.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

HOOLY BOOLY posted:

Anybody have general tips for Bloodbowl 2?

Each unit can only act once, so if you move somebody and then move somebody else and then you decide you want to blitz and have the first guy tackle, too late, can't be done. Its like chess, once you take your hand off a figure, its stuck.

Learn the rules as far as what gets rolled when, do your turn in order from safest to least safe activity (which is kinda awkward to get used to) since if there's a turnover, that ends your turn there. But potentially prioritize key plays as well in case something else that's fairly likely ends up being a turnover anyways.

Get some re-rolls and only do risky rolls when you have them. You generally want situations where you roll the two happy dice and pick one. Even then you'll get hosed sometimes. If you can only roll a single die, that's dangerous, and make sure you at least have a re-roll ready, or otherwise don't do it. Rolling the unhappy dice is pretty much guaranteed to screw you over.

Learn the strengths and weaknesses and play-styles of the factions and pick yours carefully based on what you think is fun to do. Orks form a big donut and walk the ball in, and then beat up the other team. Elves pass the ball and dodge like crazy so they ignore tackle zones. A dotted line will stop the orks guaranteed, although some of your players may get pushed or knocked out. Elves on the other hand can go right through that dotted line as though it wasn't even there.

Mostly just play a whole lot. You're going to lose but hopefully you'll figure out why as you go. Play a bunch of comp stomps until you feel confident, then you can consider fighting other players.

Zaphod42 fucked around with this message at 23:43 on Apr 25, 2016

Random Hajile
Aug 25, 2003

HOOLY BOOLY posted:

Anybody have general tips for Bloodbowl 2?

Orcs and maybe Humans are widely considered the easiest teams to start out with. Nothing's stopping you from trying the other teams first, but Blood Bowl has quite a bit to take in at first and many of the other teams rely more on techniques that require better knowledge of the game mechanics to shine.

Blood Bowl is essentially a game of risk management - you can potentially perform an action with each of your players each turn, but if you have one of your guys fail an attempt to pick up the ball, lose possession of the ball, get called on a foul, leave the field, or get knocked over, you lose the rest of your turn (there is an exception for the "get knocked over" rule if the skill Wrestle is being used). So you generally want to perform actions that are absolutely safe first (like standing guys up from the ground or moving guys that won't have to dodge away from opponents), then move on to the least risky or most important actions and prioritize from there.

Each player can typically either move or punch on a turn, but not both. Shared amongst your whole team, you also get three "special" actions a turn - Blitz, Pass, and Hand-off. Pass and Hand-off are fairly self-explanatory, but the Blitz lets one player both move and hit in the same turn. The player can move before and/or after hitting. Your Blitz will usually be the most important move you make each turn.

Each player earns SPP (Star Player Points) when they cause an injury, complete a pass, intercept a pass, or score a touchdown. Plus, one random player on each team is given an MVP SPP bonus at the end of each game. If a team forfeits, the winning team gets two MVPs and the one that gave up gets none. Players level up and earn new skills when they earn enough. Each player type usually only gets access to certain types of skills (like General, Strength or Agility skills), but two dice are rolled on each level up. Doubles means access to restricted skills, and a 10, 11, or 12 means you can choose a stat-up instead (Movement or armor on a 10, agility on 11, strength on 12). You generally want to give players skills that help them specialize in a role rather than generalize. Also, when failing an attempt won't cost you a game, it can be a good idea to hand-off to important slow-leveling players near the endzone to feed them touchdowns to get them skilled up.

Speaking of stats, Strength mostly helps the odds when throwing punches or getting hit. When a player throws a punch at someone with equal strength, one die is rolled and that's the result of the hit, good or bad. If your player throws a punch at someone a little weaker, two dice are rolled and you pick which result you like more. If you punch someone stronger, two dice are rolled and your opponent chooses the one THEY like more. If one player is twice the strength or more of the other, three dice are rolled and the player with the strength advantage chooses the one they like. You can modify your punching character's strength by having teammates "assist." Each extra player you have next to the guy you want to punch adds one to your punching guy's strength, so long as they're not next to any other opposing players (having the skill "Guard" lets a player lend an assist even if next to multiple opposing players). On the other hand, having your puncher be next to multiple opposing players lets them assist the opponent, provided they don't have any of your players next to them. Positioning your players to lend assists for your important punches or to deny your opponent's assists is one of the most important skills you'll learn in the game. For your first few games, pay attention to how your opponent sets up for punches and try to figure out why they're doing it.

As for the other stats, Agility helps with anything involving the ball and dodging away from enemies, Armor helps reduce the chances of getting stunned/KO'ed/injured/killed when getting knocked over, and Movement is fairly self-explanatory. A couple things to note for movement is that standing up from being knocked down costs 3 movement, and each player can attempt to move up to two spaces beyond what their movement score allows each turn, but at risk. Each extra space they attempt to move has a 1-in-6 chance of causing them to fall over, so it's not something you want to do unless it's really important.

Many teams have a "Big Guy" that they only get one to a few of, like the Troll on an Orc team or Minotaur on Chaos. These players typically have 5 or 6 strength. They have drawbacks that can make them risky to use if not outright liabilities in some cases. First, they have negative traits - Ogres are dumb and have a 1-in-6 chance of ignoring an order to instead stare into space for a turn each time you try and use them. Trolls are similar, but the odds are 50% unless you have a friendly unit next to them (and then, it's still 1-in-6). Minotaurs have a 50% chance of ignoring you unless you're telling them to hurt someone (and then, it's still 1-in-6). And so on. And on top of all that, Big Guys have the "Loner" trait, so if you try to use a team reroll on something they're attempting, there's a 50% chance it'll waste the reroll without doing anything. Some teams can really use their Big Guys in spite of the drawbacks, some teams are better off doing without, but either way, they're kind of advanced units that you can wait until you start getting the hang of things before using.

The squares on the edges of the pitch are dangerous. This includes the end-zones. Players can be shoved off the pitch, which at the minimum means they're gone until the next kick-off, but also carries a higher risk of them being injured. This technique is called "crowdsurfing." You don't get SPP for crowdsurfing opponents, but it's still well worth doing when you can if you don't have any better moves to make.

Finally, if you're going to try Orcs to start out with, a solid starting lineup is 4 Blitzers, 4 Black Orcs, 2 Linemen, 1 Thrower, and 3 Rerolls. The first thing to buy as soon as you can afford it is an Apothecary, but since Rerolls double in price after your first game and the Apothecary doesn't, you can live a game or two without healing. You don't actually want to try long passes with the thrower at first outside of last-ditch desperation plays, but the Thrower has a skill that gives free rerolls when attempting to pick up the ball, so it'll be your ball-carrier. The Black Orcs are your dumb, slow muscle, the Blitzers are your smart(er) muscle. Try to throw important punches with your Blitzers when possible, while your Black Orcs are best as being roadblocks for your opponent at first. By all means, have your Black Orcs punch when the opportunity presents itself, just be aware that until you can level them and grab the "Block" skill, punching with them isn't as safe as it could be.

Random Hajile fucked around with this message at 01:02 on Apr 26, 2016

Keeshhound
Jan 14, 2010

Mad Duck Swagger

But Not Tonight posted:

stick to using CDs but allow DVD support as well! BOOM let's make it happen, I can't wait to get my fat purple rabbit fighter goin again

e: had to look it up, my favorite was Amethyst, Hare + Naga breed with a knockout punch

You'd have better luck doing it as a smart phone game and using QR codes.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
I would play the poo poo out of that.

My Lovely Horse
Aug 21, 2010

Keeshhound posted:

You'd have better luck doing it as a smart phone game and using QR codes.

juliuspringle
Jul 7, 2007


Barcodes is totally what I was thinking for a mobile version.

For actual content.

In Watchdogs.
If you are doing a gang hideout you HAVE to melee the target to take him down. Shooting him in the leg will apparently count as killing him.

If someone hits the target with a car that counts as killing him.
Basically if the target dies in ANY way you fail even if you had nothing to do with it.

juliuspringle fucked around with this message at 20:25 on Apr 26, 2016

SiKboy
Oct 28, 2007

Oh no!😱

HOOLY BOOLY posted:

Anybody have general tips for Bloodbowl 2?

It's worth mentioning that the story campaign is a half decent tutorial, especially if you've never played blood bowl at all. It introduces the game mechanics one at a time, so for example in the first game your turn doesnt end if a player fails at something. Its a little hand holdy at first if you already know the basics of the game, but in fairly short order you are playing with a full set of rules, and its pretty fun. Its a human team, and they are a decent one to start with as they are good all rounders.

There is a pretty friendly blood bowl thread on the forums if you have any specific questions or want to talk about tactics; http://forums.somethingawful.com/showthread.php?threadid=3741424

FluxFaun
Apr 7, 2010


Dragon Age Inquisitions anyone?

Panic! at Nabisco
Jun 6, 2007

it seemed like a good idea at the time

Sociopastry posted:

Dragon Age Inquisitions anyone?
Do not stay in the Hinterlands!

There are a billion sidequests there, and if you do them all you will burn out, and even if you don't you'll be massively overleveled for the next few areas. Do the main plot there, maybe a sidequest or two, and then move on and do the next area's stuff.

Eldred
Feb 19, 2004
Weight gain is impossible.

Sociopastry posted:

Dragon Age Inquisitions anyone?

There's a storyline mission where you side with either the mages or templars. You can pick the templars without prerequisites but need to meet the mages in (tiny spoiler)Redcliffe before you can side with them, so it's possible to blow past it and side with the templars by default.

On the other hand, it doesn't matter, nothing really matters, pick whatever you feel like. Try not to be a dick to your party members unless you don't care about the companion quests.

Eldred fucked around with this message at 06:35 on Apr 27, 2016

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

Sociopastry posted:

Dragon Age Inquisitions anyone?

If you're being even a little bit completionist, you'll end up hopelessly over-leveled after the first 3rd of the game, there's a menu of optional challenges that lets you turn on enemy level scaling to fix this.

While you're in that menu another option gives enemies extra combat abilities which you should turn on too, since it makes combat more interesting and the game has a ton of combat.

When you get a new companion, open the character sheet, go to the AI settings, and set their mana/stamina reserve to zero, this means they'll use all their abilities freely rather than saving mana for when you take direct control, which you probably won't do very often.

egg tats
Apr 3, 2010

Gerblyn posted:


While you're in that menu another option gives enemies extra combat abilities which you should turn on too, since it makes combat more interesting and the game has a ton of combat.

I've seen people say that can make some rifts unbeatable, so make sure to save often if you turn it on.

Edit: Also I think that menu is part of a DLC, so unless you got the goty edition that's why it's missing.

Edit 2 with an actual tip that took me like 10 hours to figure out:

The tactical view is really good for a few things. I can't recommend using it for everything, but it's fantastic for getting a good placement on an aoe spell, or if you've got a cramped room you can use it to look around and see if there's anything you're missing.

egg tats fucked around with this message at 11:07 on Apr 27, 2016

Draile
May 6, 2004

forlorn llama

Sociopastry posted:

Dragon Age Inquisitions anyone?

Here are some thoughts on inquisition perks.

The quality of inquisition perks varies wildly. It is unfathomable that there are two perks to reduce the likelihood that you will be dismounted--you'll never need either. On the other hand, the perk that grants +4 healing potions is an enormous boost to your survivability. The perks that add focus allow you to do bigger Final Fantasy-style limit breaks if that is your thing.

If you want to take the dialog perks, take them quickly. There are major diminishing returns to taking them later: fewer dialog options to use them in, and fewer codex entries to get bonus experience from. The bonus experience will help you level much more easily in the early game. (Eventually you will be overleveled no matter what you do.)

There is a connections perk that provides access to a rotating list of rare items at each merchant. In my view the free DLC Black Emporium provides a higher quality and more reliable shop than what you get from this perk.

You can recruit agents through dialog. These reduce the amount of time it takes to perform war table tasks for a particular adviser. These contribute to your inquisition perk prerequisites for that adviser. There is only one generic inquisition agent.

But Not Tonight
May 22, 2006

I could show you around the sights.

Random Hajile posted:

Orcs and maybe Humans are widely considered the easiest teams to start out with. Nothing's stopping you from trying the other teams first, but Blood Bowl has quite a bit to take in at first and many of the other teams rely more on techniques that require better knowledge of the game mechanics to shine.

Blood Bowl is essentially a game of risk management - you can potentially perform an action with each of your players each turn, but if you have one of your guys fail an attempt to pick up the ball, lose possession of the ball, get called on a foul, leave the field, or get knocked over, you lose the rest of your turn (there is an exception for the "get knocked over" rule if the skill Wrestle is being used). So you generally want to perform actions that are absolutely safe first (like standing guys up from the ground or moving guys that won't have to dodge away from opponents), then move on to the least risky or most important actions and prioritize from there.

Each player can typically either move or punch on a turn, but not both. Shared amongst your whole team, you also get three "special" actions a turn - Blitz, Pass, and Hand-off. Pass and Hand-off are fairly self-explanatory, but the Blitz lets one player both move and hit in the same turn. The player can move before and/or after hitting. Your Blitz will usually be the most important move you make each turn.

Each player earns SPP (Star Player Points) when they cause an injury, complete a pass, intercept a pass, or score a touchdown. Plus, one random player on each team is given an MVP SPP bonus at the end of each game. If a team forfeits, the winning team gets two MVPs and the one that gave up gets none. Players level up and earn new skills when they earn enough. Each player type usually only gets access to certain types of skills (like General, Strength or Agility skills), but two dice are rolled on each level up. Doubles means access to restricted skills, and a 10, 11, or 12 means you can choose a stat-up instead (Movement or armor on a 10, agility on 11, strength on 12). You generally want to give players skills that help them specialize in a role rather than generalize. Also, when failing an attempt won't cost you a game, it can be a good idea to hand-off to important slow-leveling players near the endzone to feed them touchdowns to get them skilled up.

Speaking of stats, Strength mostly helps the odds when throwing punches or getting hit. When a player throws a punch at someone with equal strength, one die is rolled and that's the result of the hit, good or bad. If your player throws a punch at someone a little weaker, two dice are rolled and you pick which result you like more. If you punch someone stronger, two dice are rolled and your opponent chooses the one THEY like more. If one player is twice the strength or more of the other, three dice are rolled and the player with the strength advantage chooses the one they like. You can modify your punching character's strength by having teammates "assist." Each extra player you have next to the guy you want to punch adds one to your punching guy's strength, so long as they're not next to any other opposing players (having the skill "Guard" lets a player lend an assist even if next to multiple opposing players). On the other hand, having your puncher be next to multiple opposing players lets them assist the opponent, provided they don't have any of your players next to them. Positioning your players to lend assists for your important punches or to deny your opponent's assists is one of the most important skills you'll learn in the game. For your first few games, pay attention to how your opponent sets up for punches and try to figure out why they're doing it.

As for the other stats, Agility helps with anything involving the ball and dodging away from enemies, Armor helps reduce the chances of getting stunned/KO'ed/injured/killed when getting knocked over, and Movement is fairly self-explanatory. A couple things to note for movement is that standing up from being knocked down costs 3 movement, and each player can attempt to move up to two spaces beyond what their movement score allows each turn, but at risk. Each extra space they attempt to move has a 1-in-6 chance of causing them to fall over, so it's not something you want to do unless it's really important.

Many teams have a "Big Guy" that they only get one to a few of, like the Troll on an Orc team or Minotaur on Chaos. These players typically have 5 or 6 strength. They have drawbacks that can make them risky to use if not outright liabilities in some cases. First, they have negative traits - Ogres are dumb and have a 1-in-6 chance of ignoring an order to instead stare into space for a turn each time you try and use them. Trolls are similar, but the odds are 50% unless you have a friendly unit next to them (and then, it's still 1-in-6). Minotaurs have a 50% chance of ignoring you unless you're telling them to hurt someone (and then, it's still 1-in-6). And so on. And on top of all that, Big Guys have the "Loner" trait, so if you try to use a team reroll on something they're attempting, there's a 50% chance it'll waste the reroll without doing anything. Some teams can really use their Big Guys in spite of the drawbacks, some teams are better off doing without, but either way, they're kind of advanced units that you can wait until you start getting the hang of things before using.

The squares on the edges of the pitch are dangerous. This includes the end-zones. Players can be shoved off the pitch, which at the minimum means they're gone until the next kick-off, but also carries a higher risk of them being injured. This technique is called "crowdsurfing." You don't get SPP for crowdsurfing opponents, but it's still well worth doing when you can if you don't have any better moves to make.

Finally, if you're going to try Orcs to start out with, a solid starting lineup is 4 Blitzers, 4 Black Orcs, 2 Linemen, 1 Thrower, and 3 Rerolls. The first thing to buy as soon as you can afford it is an Apothecary, but since Rerolls double in price after your first game and the Apothecary doesn't, you can live a game or two without healing. You don't actually want to try long passes with the thrower at first outside of last-ditch desperation plays, but the Thrower has a skill that gives free rerolls when attempting to pick up the ball, so it'll be your ball-carrier. The Black Orcs are your dumb, slow muscle, the Blitzers are your smart(er) muscle. Try to throw important punches with your Blitzers when possible, while your Black Orcs are best as being roadblocks for your opponent at first. By all means, have your Black Orcs punch when the opportunity presents itself, just be aware that until you can level them and grab the "Block" skill, punching with them isn't as safe as it could be.

Despite not being the one asking, thanks for this huge write-up. It's pretty much sold me on the idea of BB2 being a fun and hilarious game. I've never played any of them before but it makes me think that XCOM had a baby with a football game and dressed it up in Warhammer clothes.

Also re Monster Rancher: I don't care how it's done, I was just going with a jumping off point. No bad ideas in brainstorming, let's just make it happen fuuuuuuuck

Mayor McCheese
Sep 20, 2004

Everyone is a mayor... Someday..
Lipstick Apathy
I don't know how BB2 handles on the PC but on the PS4 it's a horrible mess. Maybe they since patched it, but drat it's nearly unplayable.

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

senae posted:

I've seen people say that can make some rifts unbeatable, so make sure to save often if you turn it on.

Maybe? I turned it on when I was about halfway through the game, and to be honest I'm not even sure I noticed it making a difference.

Panic! at Nabisco
Jun 6, 2007

it seemed like a good idea at the time
Important things to know when playing Bravely Second? I played and beat the first game.

im cute
Sep 21, 2009

Panic! at Nabisco posted:

Important things to know when playing Bravely Second? I played and beat the first game.

Seconding this, except for the mutually exclusive asterisks tip (thanks HOOLY BOOLY)

Mayor McCheese
Sep 20, 2004

Everyone is a mayor... Someday..
Lipstick Apathy
Since you guys already played the first, there's not too many new tips.

My tips would be not to bother with the chomp mini game, just pick what class looks interesting when you have a choice as there's no real downside other than waiting a bit before you can get the other class, you can powerlevel with Red Mage/Ranger combination thanks to Berserk status and how Red Mage gains BP, and when you're building the town you need to have your system on standby (close your 3DS) -- not sleep mode or turned off for it to idle properly.

Tylana
May 5, 2011

Pillbug
Due to Humble Bundle I'm curious if there's anything important to know in Citizens of Earth ?

Head Hit Keyboard
Oct 9, 2012

It must be fate that has brought us together after all these years.
What should I know about Legend of Dragoon?

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

Head Hit Keyboard posted:

What should I know about Legend of Dragoon?

quote:

- You have a small item limit, and you get given lots of items. Don't be afraid to use your items, especially attack items, since they're your only way of inflicting element damage.

- Defending is actually useful as it recovers 1/10th of max HP in addition to your defence boost. It's more useful than it sounds.

- Build up all your additions. You'll need to to unlock your last one(which is the strongest).

- Related to this, early on there's an enemy who puts up a shield blocking all phys damage. I smell 'training target'.

- There are some seriously expensive items in a town mid-game. It's not especially wise to grind for the armours, but consider the auto-addition items.

- You'll want an FAQ for the Stardust pieces.

- The difficulty for the game is a little wonky. There are a couple of brick wall boss fights that you can run into. If you want to get through the game without faceplanting against a nightmare of a boss:

- Every time you get an addition, max it out. If you get another addition, don't move on until you max that one out, too. Having maxed out additions gives you a tremendous boost in offense, which you'll need for several of the bosses. With some characters, the boost in damage via additions is so large, the normal physical combos overshadows any and all special attacks.

- I'd honestly recommend using a stardust FAQ and a repeatable item location FAQ. I'm pretty sure some of them are missable, permanently.

- Speed is very, very, very important. A fast character can use items, attack, defend (for 10% HP back), so on and so forth, while a slow character usually has limited options. The difference speed makes is huge, with faster characters taking multiple turns over slower characters. Fast characters tend to do less physical damage, but the amount of times they attack more than make up for it.

- Meanwhile, magic defense is more important than regular defense, because the majority of heavy-damage boss attacks are magic based. So, ideally, you'll want fast characters with a reasonable magic defense in your main party.

- Make sure to level all your characters, there are several times throughout the game where you are forced to use a character.

Panic! at Nabisco
Jun 6, 2007

it seemed like a good idea at the time

Mayor McCheese posted:

Since you guys already played the first, there's not too many new tips.

My tips would be not to bother with the chomp mini game, just pick what class looks interesting when you have a choice as there's no real downside other than waiting a bit before you can get the other class, you can powerlevel with Red Mage/Ranger combination thanks to Berserk status and how Red Mage gains BP, and when you're building the town you need to have your system on standby (close your 3DS) -- not sleep mode or turned off for it to idle properly.
A tip I would add from what I've played so far (partway through chapter 2): Spellcraft is NUTS and you should get it asap on anyone you want to cast spells on. It's insane for healing, buffing, debuffing, and damage. It's utterly absurd.

im cute
Sep 21, 2009

Tylana posted:

Due to Humble Bundle I'm curious if there's anything important to know in Citizens of Earth ?

I don't know much, but I DO know that you'll want to recruit the Yoga Instructor sooner rather than later. Not only does she give 3 +1s on level up, but her recruitment requires all of your followers be lvl 20, and the fewer you have to grind up to that, the better. She can be found in Ch.2, I believe in the same building as the Body Builder.

There are 7 different elements in the game that can be exploited RPG-style. Some of them are obvious like Lightning - Yellow and Heat - Red, but some are less obvious: Normal - Pink; Muscles - Brown; Verbal - Purple. I'm sure some citizen somewhere probably lists strengths and weaknesses of different monsters. Probably Conspiracy Guy.

SiKboy
Oct 28, 2007

Oh no!😱

Its free with PS+ this month, so I'm suprised I'm the first to ask, but Tropico 5? I've played through the tutorial, and played a bit of the campaign, but I have no idea if I'm doing poo poo or if thats normal for this stage in the game...

chairface
Oct 28, 2007

No matter what you believe, I don't believe in you.

If you played Tropico 4, build less churches more entertainment, and parking lots are smaller and work better.

General Tropico 5 stuff not related to 4:

1. Immigration: Options are to let everyone in, which will get you a shitload of immigrants. Or you can close yourself like a hermit state (no one in, no one out) or a modern Visa Program. If you set your immigration policies to a Visa Program to bring in more educated workers, it really brings you more grade school educated workers over outright illiterates. So even if you have a shitload of high schools and colleges, adults with primary school educations immigrating will still need jobs for the uneducated. Note these primary school-educated immigrants are STILL better than outright illiterates at jobs that illiterates can do.

2. Labor: Making sure you have enough jobs for illiterates (primary school educated people still can only do 'illiterate' jobs but are better at them) is one of the bigger challenges if you're not closing yourself off from the world. As mentioned above, even if you have enough education for every tropican child to go to college, immigrants will still stick you with workers who need 'illiterate jobs' unless you go North Korean. Two big pitfalls to avoid in this area are your Military policy (I do NOT advise requiring soldiers to have a high school education; the military is an easy way to slap down some jobs for illiterates without much infrastructure) where any choice but Conscription excludes illiterates from military service. Another easy mistake to make is that plantations employ illiterates, but once upgraded to factory farms they require high school educated workers. For this reason it may be best to do the Organic Campaign and just keep your plantations while charging extra for their products.

3. Economy: Colonial era largely sticks you with only raw material extraction. Try to set up production of intermediate materials during this time; you may be stuck selling your wool and cotton to the crown today but tomorrow it could be making vastly more money in a textile mill. logs -> planks -> furniture, or coal + iron -> steel, any chain like that where you can sell the refined product using resources produced locally is the best way to make money in the long term. Every island should have at least one cannery, as well; you've got to feed your own people and sell the excess anyway, you might as well make extra money on the whole process. Don't be afraid to import poo poo anytime someone's offering to sell you stuff for less than you can sell it for. These are especially nice deals when you have the means of refining the materials further; Cuban logs at cheaper than market rates are nice, but when I'm ultimately selling them as finished furniture that's sweeter still.

4. Military/Foreign Relations: To defend from foreign threats, defend your beaches with watchtowers and have a large enough military to drive off the attackers. Tanks are somewhat mediocre vs. equivalent era infantry squads, but require fewer employees. During the World Wars it is important to get two embassies set up quickly so you can play the Axis/Allies off each other and try to avoid/minimize how often you get invaded. From the Cold War onward, domestic threats are likely to outpace foreign ones, especially since foreign powers are more like to have the CIA/KGB get locals to rebel/stage a coup rather than invading directly.

Kaboom Dragoon
May 7, 2010

The greatest of feasts

I picked up Trails of Cold Steel on the cheap (Vita version, if that makes a difference). Anything I should know in advance? And will I be missing out on much if I haven't played the first two Trails in the Sky games?

Scalding Coffee
Jun 26, 2006

You're already dead

Head Hit Keyboard posted:

What should I know about Legend of Dragoon?
Grinding for levels is crap because bosses give 90% of your levels.

There are grinding enemies who deal and receive a percentage of damage. Save your instant kill items on them or the higher tiers, before they run away.

The Dragoon form limits your options, so you could build your group around addressing them. Don't always go full Dragoon on boss battles.

Selane
May 19, 2006

Kaboom Dragoon posted:

I picked up Trails of Cold Steel on the cheap (Vita version, if that makes a difference). Anything I should know in advance? And will I be missing out on much if I haven't played the first two Trails in the Sky games?

You won't be missing a ton if you haven't played Trails in the Sky yet, just a few references. That being said, you probably should have bought them instead since they're way better than Cold Steel.

Like most games in the series, there's a ton of dumb obscure missable poo poo in Cold Steel, in typical jrpg fashion. Not much of it is super important, though. It's up to you to decide if that sort of thing bothers you, but if you don't want to miss anything then you're going to have to play using a walkthrough from the very start.

Lucas Archer
Dec 1, 2007
Falling...

chairface posted:

If you played Tropico 4, build less churches more entertainment, and parking lots are smaller and work better.

General Tropico 5 stuff not related to 4:

1. Immigration: Options are to let everyone in, which will get you a shitload of immigrants. Or you can close yourself like a hermit state (no one in, no one out) or a modern Visa Program. If you set your immigration policies to a Visa Program to bring in more educated workers, it really brings you more grade school educated workers over outright illiterates. So even if you have a shitload of high schools and colleges, adults with primary school educations immigrating will still need jobs for the uneducated. Note these primary school-educated immigrants are STILL better than outright illiterates at jobs that illiterates can do.

2. Labor: Making sure you have enough jobs for illiterates (primary school educated people still can only do 'illiterate' jobs but are better at them) is one of the bigger challenges if you're not closing yourself off from the world. As mentioned above, even if you have enough education for every tropican child to go to college, immigrants will still stick you with workers who need 'illiterate jobs' unless you go North Korean. Two big pitfalls to avoid in this area are your Military policy (I do NOT advise requiring soldiers to have a high school education; the military is an easy way to slap down some jobs for illiterates without much infrastructure) where any choice but Conscription excludes illiterates from military service. Another easy mistake to make is that plantations employ illiterates, but once upgraded to factory farms they require high school educated workers. For this reason it may be best to do the Organic Campaign and just keep your plantations while charging extra for their products.

3. Economy: Colonial era largely sticks you with only raw material extraction. Try to set up production of intermediate materials during this time; you may be stuck selling your wool and cotton to the crown today but tomorrow it could be making vastly more money in a textile mill. logs -> planks -> furniture, or coal + iron -> steel, any chain like that where you can sell the refined product using resources produced locally is the best way to make money in the long term. Every island should have at least one cannery, as well; you've got to feed your own people and sell the excess anyway, you might as well make extra money on the whole process. Don't be afraid to import poo poo anytime someone's offering to sell you stuff for less than you can sell it for. These are especially nice deals when you have the means of refining the materials further; Cuban logs at cheaper than market rates are nice, but when I'm ultimately selling them as finished furniture that's sweeter still.

4. Military/Foreign Relations: To defend from foreign threats, defend your beaches with watchtowers and have a large enough military to drive off the attackers. Tanks are somewhat mediocre vs. equivalent era infantry squads, but require fewer employees. During the World Wars it is important to get two embassies set up quickly so you can play the Axis/Allies off each other and try to avoid/minimize how often you get invaded. From the Cold War onward, domestic threats are likely to outpace foreign ones, especially since foreign powers are more like to have the CIA/KGB get locals to rebel/stage a coup rather than invading directly.
This is great stuff, thanks. I'm just trying it out, my first Tropico game, but I'm having fun. I assume all those are mainly for sandbox? I've done the tutorial, which I lost, and the first couple of campaign missions.

chairface
Oct 28, 2007

No matter what you believe, I don't believe in you.

Lucas Archer posted:

This is great stuff, thanks. I'm just trying it out, my first Tropico game, but I'm having fun. I assume all those are mainly for sandbox? I've done the tutorial, which I lost, and the first couple of campaign missions.

Yeah, pretty similar stuff though, campaign missions just tend to be smaller slices of a sandbox game and many choices will already be made for you.

Scientastic
Mar 1, 2010

TRULY scientastic.
🔬🍒


I just finished The Last Of Us. I'm feeling pretty emotionally drained by the whole experience... Should I start up Left Behind straight away, or have a bit of a break?

al-azad
May 28, 2009



Scientastic posted:

I just finished The Last Of Us. I'm feeling pretty emotionally drained by the whole experience... Should I start up Left Behind straight away, or have a bit of a break?

Left Behind is bittersweet so if you were bummed by the ending it should serve as a pick me up.

RenegadeStyle1
Jun 7, 2005

Baby Come Back
Just rented Digimon: Cyber Sleuth for PS4. I played it for about 2 hours but am a little lost. Seems like there is alot that goes into it with the farm stuff and all that. Wanted to get some beginning tips. For a little flavor about myself, I have never played a Digimon game and only casually watched the TV show when I was a kid.

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juliuspringle
Jul 7, 2007

For A Boy and His Blob (Wii/PC)

Press UP on the D Pad to hug Blobert.

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