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Anything for Project Highrise?
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# ? Mar 5, 2017 15:08 |
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# ? May 24, 2024 23:18 |
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I like Theme Hospital so drat much that I ended up rewriting its wiki page: http://pastebin.com/t7PfN78s I merged, expanded, reordered and added some new tips. I'm not sure about how links are regarded on the wiki though. The final tip has one and it seemed neater to link a mini-guide then to copy-paste the code for an ini you need to edit. Mierenneuker fucked around with this message at 16:49 on Mar 5, 2017 |
# ? Mar 5, 2017 16:46 |
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Mierenneuker posted:I like Theme Hospital so drat much that I ended up rewriting its wiki page: http://pastebin.com/t7PfN78s Thanks! Updated the page.
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# ? Mar 5, 2017 19:46 |
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Just to be sure I understand. There is no downside to messing up at stealth and shooting my way to victory in Alpha Protocol right? I tend to get all ocd with that stuff and I don't want to waste time reloading if it doesn't matter.
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# ? Mar 5, 2017 23:20 |
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juliuspringle posted:Just to be sure I understand. There is no downside to messing up at stealth and shooting my way to victory in Alpha Protocol right? I tend to get all ocd with that stuff and I don't want to waste time reloading if it doesn't matter.
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# ? Mar 5, 2017 23:23 |
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juliuspringle posted:Just to be sure I understand. There is no downside to messing up at stealth and shooting my way to victory in Alpha Protocol right? I tend to get all ocd with that stuff and I don't want to waste time reloading if it doesn't matter. There's no 'wrong' way to do anything in AP. If you screw up with one character, it almost always means you'll gain influence with someone else. If you mess up a mission, you'll get others that play off that failure. Failure isn't 'failure' in this game, it just means things will change to reflect your actions.
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# ? Mar 5, 2017 23:36 |
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juliuspringle posted:Just to be sure I understand. There is no downside to messing up at stealth and shooting my way to victory in Alpha Protocol right? I tend to get all ocd with that stuff and I don't want to waste time reloading if it doesn't matter. There's a mission or two where killing guys pisses off your handler but again AP accounts for your actions in surprising ways.
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# ? Mar 6, 2017 00:50 |
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Anyone have any tips for someone playing Wasteland 2 Director's Cut for the first time? Specifically related to character creation. I've looked up like 4 different guides and a lot of them recommend completely different things so I want to make sure I don't gimp myself.
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# ? Mar 7, 2017 01:28 |
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You're gonna want to make a party of specialists. You don't really want a whole lot of overlap except in maybe Surgery/First aid so that if you lose one of your medics in a fight you're not SOL of healing. You're not gonna be able to see/do everything with whatever party you end up making but that's okay! Because you'll have a much easier time if you have 4 people that are really good at one thing that they do as opposed to trying to make a bunch of people mediocre at everything. The best part is making your own party but the premade characters are good as well if you're not that creative/just want to jump straight into the game. You'll find plenty of companions that can pick up the slack in whatever fields they might be lacking so really just have fun with it.
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# ? Mar 7, 2017 09:36 |
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Lunchmeat Larry posted:Going to lay down some hot Breath of the Wild tips
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# ? Mar 7, 2017 10:04 |
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TheOneAndOnlyT posted:I've done the main quest waaaay past the first village and I never found either of these things. Where are they?
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# ? Mar 7, 2017 10:13 |
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Vidaeus posted:I know it's still very new, but has anyone got anything for Torment: Tides of Numenera? There will be a little girl you can pick up as a companion. Do not take her as a party member unless you wish for a challenge in combat. Very Minor Spoiler: She is mechanically very weak in combat and cannot be dismissed like normal party members (she will permanently leave the party when you dismiss her and make you feel like a piece of poo poo in the process). Resting progresses certain quest events so it is typically better to spend all your points before resting.
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# ? Mar 7, 2017 10:46 |
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Lucinice posted:Anyone have any tips for someone playing Wasteland 2 Director's Cut for the first time? Specifically related to character creation. I've looked up like 4 different guides and a lot of them recommend completely different things so I want to make sure I don't gimp myself. I assume you looked at the wiki already, I wrote a bunch of tips back after I had finished the game myself. Attribute-wise, don't neglect Awareness and Coordination since Action Points and Combat Initiative (not to be confused with Combat Speed) are both hugely important in combat and anyone shooting at things will want both as high as possible. Intelligence governs skill points so you'll likely want at least 4 (not 5-7 as they don't give more skill points than 4) on everyone and 8 or even 10 on one real smart party member so that they can handle several non-combat skills. Speed is decently useful, moreso for anyone using a short-range weapon and less so for snipers. Strength isn't particularly important even for melee and you can recruit a couple of high-Strength guys later on, but low carry weight can quickly get annoying so you can't really leave it at 1 either. Decent Charisma is only needed on whomever you give Leadership to, a few recruitable people check for total party Charisma but most won't. Luck can be left at 1 if you want, its effects aren't non-existent but Awareness, Coordination and Speed all give more substantial combat bonuses. Quirk-wise, most aren't worth the drawback in my opinion. Since Combat Speed is mostly useful for short-range characters as it governs how far you can run per turn, Thick-Skinned (+2 armor, -30% Combat Speed) and Brittle Bones (+2 Action Points, -50% Combat Speed) are worth considering for people you know are going to be shooting at things from long range. Brittle Bones is pretty much perfect for a sniper as they have high AP costs and don't move around much. Skill-wise, I wrote a post way back when about what I ended up going through the game with: Kanfy posted:I can't really recall any part where you absolutely need high Brute Force in a way that you can't go back to it later and can't blast/pick your way though it, at least not after Angela leaves your party. Also, the companion you get if you go for Ag Center over Highpool (Rose) starts with 10 Intelligence, and between her and one 10-int character you can cover all skills pretty comfortably unless you absolutely need to have Barter. She actually ended up being my party's Brute Force specialist which is kind of funny because she's a frail old woman, watching her kick down walls was a pretty bizarre sight.
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# ? Mar 7, 2017 10:54 |
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give everyone the horrible clown trait
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# ? Mar 7, 2017 11:00 |
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Lunchmeat Larry posted:give everyone the horrible clown trait Yeah, really shake up that Desert Ranger dress code. For anyone unaware, there's an unmentioned side effect to the Raised in the Circus quirk:
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# ? Mar 7, 2017 11:15 |
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Kanfy posted:Skill-wise, I wrote a post way back when about what I ended up going through the game with: So for the 10 int character did you give them all those skill points right away or was it gradually over leveling up? And I guess from your advice all other characters should focus on 3 to 4 skills?
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# ? Mar 7, 2017 14:17 |
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Lucinice posted:So for the 10 int character did you give them all those skill points right away or was it gradually over leveling up? Well, like it says on the wiki you can just bank the skill points you get from level ups and then spend them as you need them, so it doesn't make a huge difference either way. Unlike with attributes, your initial skill point selection isn't super important as long as your shooting people know which end of the gun bullets come out of and at least one or two have some basic healing/revival knowledge. And you can get by totally fine not having all three conversation skills or Animal Whispering for example, I'm just the kind of person who likes having as many available options as possible. But if you do want to plan ahead equipped with some foreknowledge, the early game decision of whether you go to Ag Center or Highpool first determines which of the two mutually exclusive party members you'll get. Going for Ag Center first nets you a character with 10 Int and points in Handguns, Alarm Disarming, Surgeon and Computer Surgeon (at the cost of suffering through the worst dungeon in the game) whereas going for Highpool instead nets you one with 8 Int and points in Sniper Rifles, Animal Whisperer, Outdoorsman and Perception. Neither is very good in combat but both are more useful than the average recruit you'll come across. quote:And I guess from your advice all other characters should focus on 3 to 4 skills? With 4 Int it's not really feasible to get more than that, you simply won't have the skill points and you absolutely don't want to neglect your weapon skills on those characters. Getting repeatedly killed in a fight because your people are better at repairing toasters than injecting bullets into bandit brains isn't really worth it, and most recruits you come across are average shooters at best.
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# ? Mar 7, 2017 16:02 |
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Lucinice posted:So for the 10 int character did you give them all those skill points right away or was it gradually over leveling up? And I guess from your advice all other characters should focus on 3 to 4 skills? Everyone should get the whatever skill gives you tinkerer. It costs a few skill points but gives you +2 action points when wearing light armor. I'm not sure if heavy armor is any good since I never used it. If you build your sniper right they should have at least 12 action points fairly early and 14 points before mid-game. That will allow you to fire most sniper rifles twice. limp_cheese fucked around with this message at 17:18 on Mar 7, 2017 |
# ? Mar 7, 2017 17:16 |
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Age of Wonders 3: could use some help with what empire 'spells' to research (like scoundrel unlocks) & hero level up bonuses to pursue - defense or offense, melee or ranged or spells. Specifically for the elf campaign.
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# ? Mar 7, 2017 17:16 |
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limp_cheese posted:Everyone should get the whatever skill gives you tinkerer. It costs a few skill points but gives you +2 action points when wearing light armor. I'm not sure if heavy armor is any good since I never used it. If you build your sniper right they should have at least 12 action points fairly early and 14 points before mid-game. That will allow you to fire most sniper rifles twice. That one's on the wiki too, and yeah, there's not much reason to use heavy armor especially since Tinkerer exists. E: And it's +1 AP but still super useful. double nine posted:Age of Wonders 3: could use some help with what empire 'spells' to research (like scoundrel unlocks) & hero level up bonuses to pursue - defense or offense, melee or ranged or spells. Specifically for the elf campaign. What you research doesn't carry over between maps as your leader usually changes, so you can generally go with whatever seems useful at the time. Skill choices depend on the class, although the scenario leader hero should always prioritize leader skills. Healing abilities and passives that add status effects on attacks are always nice, as are cheap stats, especially health and ranged damage. Getting both casting points and spells is usually such a big investment that it's only worth for spells that you want real badly. Kanfy fucked around with this message at 18:10 on Mar 7, 2017 |
# ? Mar 7, 2017 17:55 |
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TheOneAndOnlyT posted:I've done the main quest waaaay past the first village and I never found either of these things. Where are they? I think the problem is if you take a straight line to the first village, you won't see these things. If you follow the directions you're given, you will do. But directions are for chumps. (Who go back and get the items later, because they're worth having)
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# ? Mar 7, 2017 22:52 |
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Lunchmeat Larry posted:Going to lay down some hot Breath of the Wild tips What's this item that makes climbing quicker/easier? I got to the first village and have nothing of the sort.
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# ? Mar 7, 2017 23:53 |
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Ciaphas posted:What's this item that makes climbing quicker/easier? I got to the first village and have nothing of the sort. Climbing bandana is in the easily visible shrine between dueling peaks. It's in full sight by the road, you cannot miss it. It's interesting that people say they missed this shrine because to me this was the "direct" path to the village as there's a tower on the way there. But you can totally go around the mountain, missing the stables, and still reach it.
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# ? Mar 8, 2017 00:38 |
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al-azad posted:Climbing bandana is in the easily visible shrine between dueling peaks. It's in full sight by the road, you cannot miss it. I've been to that shrine, but I don't recall missing any chests inside it that would have a climbing bandana . Guess I'll check again next time I play.
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# ? Mar 8, 2017 00:55 |
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Ciaphas posted:I've been to that shrine, but I don't recall missing any chests inside it that would have a climbing bandana . Guess I'll check again next time I play. The chest is on a platform next to the last ramp. You have to put it up and use stop time on the switch so you can reach it.
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# ? Mar 8, 2017 11:11 |
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al-azad posted:Climbing bandana is in the easily visible shrine between dueling peaks. It's in full sight by the road, you cannot miss it. Personally I was just marking shrines for later cause I wanted to get to the village, but also I was climbing on the twin peaks and mining ore on the way above where that shrine was so yeah, I completely missed it while on my way there. Other BotW tips (I'm adding spoilers just in case since some people are super sensitive to these things): - When you look at a shrine on the map, it'll have a chest icon by its name if you've gotten everything in it, they almost all have a mildly secret chest in them - If you see 3 fruit trees in a line with like 1 apple, 1 apple, and 5 apples in them, pick 4 from the last one to make it match, it's a Korok puzzle and I completely overlooked it for like 50 hours -- Basically anything that looks out of place is a Korok puzzle - [Game mechanic you get after visiting the research lab and doing stuff there] Take pictures of everything for the compendium, you can use the Scanner+ feature to search for any of those things, this includes ore deposits, rare ore, and luminous ore which is plentiful and sells for 70 rupees a pop - Don't sell ancient stuff for rupees, you can sell gems but I'd say keep like 5 of each on hand (10 of the luminous ore) for various reasons or just keep mining - The stealth armor set works on fish, you can just swim around and grab all of them with no problem, elixirs probably also work for this - I found out you can only have 3 pages of prepared food in your inventory when I was making a bunch of 5 apple meals to sell (apples are worth 3, 5 cooked together are worth 50) - Don't forget about the Cryonis rune, and remember it can be used vertically to climb waterfalls and in some cases block water flow
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# ? Mar 8, 2017 17:27 |
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Dragon Dogma's Before I Play page looks the size of a walkthrough instead of a handful of tips. Any really important stuff to know?
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# ? Mar 9, 2017 00:33 |
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Mystic Stylez posted:Dragon Dogma's Before I Play page looks the size of a walkthrough instead of a handful of tips. Any really important stuff to know? Make the goofiest possible character you can! ....Aside from that, uh, there's a sidequest involving finding your childhood friend that will cancel if you go too far into the plot and lock you out of cool things.
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# ? Mar 9, 2017 00:35 |
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Mystic Stylez posted:Dragon Dogma's Before I Play page looks the size of a walkthrough instead of a handful of tips. Any really important stuff to know? If you care about sidequests, you're not finding them all without a guide. http://dragonsdogma.wikia.com/wiki/Side_Quest_Progression is mostly spoiler free.
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# ? Mar 9, 2017 00:43 |
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OptimusShr posted:The chest is on a platform next to the last ramp. You have to put it up and use stop time on the switch so you can reach it. I would never in a million years have realized that. I have to say that unless I'm missing something the uses for that rune, and the magnet one, are totally nonintuitive.
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# ? Mar 9, 2017 01:38 |
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Mystic Stylez posted:Dragon Dogma's Before I Play page looks the size of a walkthrough instead of a handful of tips. Any really important stuff to know? - Character size does not matter that much - Min-maxing does not change that much - Saves are manual. Checkpoint Saves happen every time you rest. Manually save often or risk frustration! - Quests you pick up from Notice Boards are different from Main and Side Quests, which you usually get from NPCs. Notice Board Quests are ones you can do passively and anything you do while you have them will count towards them. A lot of them have dubiously useful rewards, but some grant you powerful or expensive weapons and gear just for playing normally. Look out for these! - You can switch Vocations (classes) either in Gran Soren or in Bitterblack Isle. You need to be lvl10 to start switching. Regular and Advanced classes cost 1000 DCP (job experience used to buy skills) to switch into, while Hybrid classes cost 1500. Once you've paid, you can switch back all you like for free. - Every class plays differently! Try them all! - Weapon skills are sometimes shared between classes that use the same weapon, sometimes they are limited to one class. When hilighting the skill, a class's icon will show up in the corner if it's exclusive. - Core skills work the same way, but are shared a majority of the time. For instance, all dagger users can learn the double jump and combat roll. All staff users can learn to hover. - Augments (passive skills) are unlocked for every class once you've bought it. Most classes have at least one or two augments that are worth looking at, making experimenting with new classes a very good idea. Attack-boosting, defense-boosting, stamina-saving, and load-increasing augments are the most popular for excellent reasons. - While you can technically go in near the very beginning of the game and speed-loot the place, BBI becomes reasonable around lvl.50. - Keep your gear up-to-date. If you need to prioritize your cash: new weapons > new armor > upgrading weapons > upgrading armor. Upgrading your stuff is more important than upgrading your pawn's, but you should still get around to it eventually. - Hiring pawns leveled lower than you grants a bonus to EXP/DCP earned. Hiring higher-leveled pawns has the opposite effect. Leaving a slot blank grants a considerable bonus, but you will suffer more in combat. Not exactly essential, but: When you get to Gran Soren there will likely be a quest up on the board from Reynard to escort him to Greatwall Encampment. This will definitely test the HELL out your mettle. You will do a lot of running and dying, but it's essential Dragon's Dogma and I'd recommend it after doing the Pawn Guild and grabbing the quest to find Salomet's Grimoire. There are two quests that can be easily hosed up at the beginning and lock you out of a good chunk of content: - Find Quina in the woods before doing the Pawn Guild quest in Gran Soren. - Get the quest to tail the Night's Champion right after the Pawn Guild quest and don't gently caress it up by getting too close. There are more stage-sensitive quests but none are as substantial as those two. im cute fucked around with this message at 06:35 on Mar 9, 2017 |
# ? Mar 9, 2017 03:43 |
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Ciaphas posted:I would never in a million years have realized that. I have to say that unless I'm missing something the uses for that rune, and the magnet one, are totally nonintuitive. You mean side from the tutorial Shrines that explain their uses precisely? Stasis: Freezes poo poo for a few seconds. Smash it with weapons to accumulate kinetic energy, when stasis releases it all strikes as one big blast. Magnesis: Lifts metal things and lets you move them regardless of size. What's to get?
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# ? Mar 9, 2017 03:46 |
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Neddy Seagoon posted:Magnesis: Lifts metal things and lets you move them regardless of size. What's to get? how does it work?
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# ? Mar 9, 2017 05:09 |
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baram. posted:how does it work?
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# ? Mar 9, 2017 05:17 |
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baram. posted:how does it work? Magic? Whenever something looks fishy, just activate the abilities. Anything you can interact with conveniently highlights itself. And the game is very good about symmetry so two things side by side that look alike is always relevant.
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# ? Mar 9, 2017 05:18 |
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Anything for Horizon: Zero Dawn?
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# ? Mar 9, 2017 10:19 |
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PJOmega posted:Anything for Horizon: Zero Dawn? - There's a couple of conversations that get referenced during the last bits of the game that are easy to miss. Make sure to return to starting area and talk to the nice old lady about the guy. Also talk to the Meridian Leader after helping out a friend but before you have the last quest available because you start the last quest by talking to him and can't have the conversation then. - In more detail: Ask Teersa about Rost. Talk to the Sun King after helping Elend out. - Gear progression is a bit odd, I ended up jumping straight from green tier to purple tier. There's only two sets of merchant inventory for the normal merchants. - Shadow gear is as good as you'll get apart from 3 exceptions. You can get better versions by completing a quest chain. - In more detail, the weapons are the Ropecaster, Warbow and Blast Sling which you get by completing all the hunting trials. - On the note of equipment, while you always want the highest tier equipment you can get your hands on, the game does expect you to have a large variety of types of equipment and change out as the situation demands. - Always kill and harvest normal wildlife you come across, a few of the higher tier weapons and all the mid to high tier carry capacity upgrades require animal bones and skins. Their drop rate isn't too great. - Also you can craft meat into health potions. - Harvest arrows are incredibly useful for ammo crafting resources; for example if you were to shoot off a blaze canister with a harvest arrow you'd get 6 blaze from it instead of 1. - All the collectibles have more details if you look at them in the notebook after you've picked them up. - There's no real optimal set up for equipment modification outside of the ropecaster. Just set them for how you want to play. - The ropecaster can only have tear mods and handling mods. Tear mods don't seem to give much (if any) benefit but handling mods increase the speed at which you aim, reload etc. It turns the ropecaster from a slow situational device into a rapid fire capture weapon of doom. That's all I can think of off the top of my head, feel free to ask for anything specific. Luminaflare fucked around with this message at 17:30 on Mar 9, 2017 |
# ? Mar 9, 2017 10:38 |
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PJOmega posted:Anything for Horizon: Zero Dawn? When in doubt, make the entire floor a Viet Cong wet dream of traps and tripwires.
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# ? Mar 9, 2017 11:08 |
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Breath of the Wild; aka "What to do once you're done on the Great Plateau."
edit: Oh yes, here is how to absolutely chump a Guardian if you want to break them over your knee as an enemy; Parry their laser back at them with your shield. Get close, and tap A when their eye flashes just as it fires. Instead of your shield getting erased, you'll smack the beam back at them for about 1/3rd of their health. The timing gets trickier if you're further away, of course. Neddy Seagoon fucked around with this message at 16:58 on Mar 9, 2017 |
# ? Mar 9, 2017 16:39 |
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# ? May 24, 2024 23:18 |
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Neddy Seagoon posted:Breath of the Wild; aka "What to do once you're done on the Great Plateau." Not technically true - there's someone in the far north-east part of the map that will let you craft guardian/ancient equipment. But this is one of the few games in which I don't worry about breaking weapons and stuff. It's quite liberating. I found a Great Fire Blade in a hidden maze, stuck in a block like a sword in the stone, and immediately started using it to hack apart a guardian before it shattered to pieces. Edit: Hitting guardians with an arrow to the eye will shut them down briefly. Use it to escape or chop off some of their legs.
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# ? Mar 9, 2017 16:44 |