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MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Nodelphi posted:

Requesting Baldur's Gate 2. I know it's pretty old but I just picked it up for 5 bucks from a bargain bin.

It's not an action game, don't play it like one; use the pause button, plan out what you're going to do.

The first dungeon is essentially an elongated, freeform tutorial; it's not particularly brilliant, but it will teach you the essentials.

Read the loading screen tips, there are some vital things there (like having to use acid/fire to kill a knocked down troll).

If the main character dies it's game over but (unless you're playing Core or harder) your minions can't permanently die, so don't worry about sacrificing them. Get a Rod of Resurrection for precisely this reason and let your main character hold it.

Don't necessarily accept the initial load of stats you're given, reroll until you get a good total. For a Fighter you'll want 18+ STR/DEX/CON, a Mage will want 16+/18+ CON/INT respectively and a Thief ideally wants 18+ STR/DEX and 16+ CON. You can bump CHA down to 3, as long as you do the Circus tent soon after you emerge from the first dungeon.

MrL_JaKiri fucked around with this message at 18:35 on Oct 12, 2008

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MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Ashenai posted:

- Creative is the best attribute, even after the last patch made it more expensive. It's also fun, and lets you try out more things in one playthrough.

Creative is useful for the first couple of playthroughs when you don't know what you're doing, but it really isn't that useful. Most of the time there's not really much problem choosing the best tech (or planning ahead if you know it'll be easily replaced), and it definitely isn't worth dropping, say, Unification or Tolerant for (or both, they're an excellent combination).

As mentioned, missile ships are excellent to start off with. Make them only have 2 lots of missiles rather than 5, you can fit more on. Sure they'll be the occasional battle where you're left with ships with no weapons left on them but a lot of the time you can turn a narrow victory into a decisive one if you up your alpha strike.

Finally: build housing. When making new colonies, ship out 3-5 guys from one of your larger colonies to get the colony on its feet as a high population brings victory and two colonies growing very quickly is better than one colony growing slowly.

MrL_JaKiri fucked around with this message at 19:18 on Oct 28, 2008

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