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Old 29-12-2014, 11:07 AM   #141
twillight
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Default Bart vs the space mutants

I'm really sorry for this game, as by theory it is very good. I could even forget the uncomfortable controls.

BUT. It is timed, you have very few lives, you die just by touching one of the many obstacles, you can't know where you can jump onto, I have 0 idea how to get (use?) equipment, and the X-ray works only for a given period, not as activate/deactivate.

After 2 minutes of trying, I just gave up.
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Old 28-01-2015, 11:05 PM   #142
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Siege of Avalon

Nah, I'm out of games for a lifetime (as the only remaining games, namely Baldies and Rage of Mages 2) would only work on win'98, and I odn't find it important enough to reinstall that OP.

Anyway, here is some tips on Siege of Avalon:

General tips:
- talk with everyone, and report everything to everyone as soon as you can.
- Do NOT accumlate reportable stuff, you can miss tps that way.
- Kill everything hostile or neutral for extra tp (but never harm friendly ones! Check another walkthrough if you need help deciding what is what). New stuff spawn after the completion of a chapter, so backtrack areas.
- Shops never gain new stuff. No need to check them at each chapter.
- Old stuff and quests disappear at the start of a new chapter. Be sure you killed and collected everything before triggering the new chapter!
- chapter 4 walkthrough is later in this thread

Fighting:
- if you engage melee, don't try to tactic. Focus damage on one enemy, than go the next and the next until noone attacks you. Start the massacre with the mages and archers, or you'll piss blood.
- ranged fighting has three part: if you are both mages or lame archers, itis outdamaging the other. Second version is that your opponent is melee, than you can gain advantage that the damage only happens at the end of the animation, so you can move away while the enemy is swinging (the enemy is too stupid to do the same, so no worry). Third dis if you have a fully evolved archer (hopefully 100 stealth or close), then you are in GodMode and can kill anything without problem.

Starting a character:
- fighter: the easiest of the classes. Put all initial point into Strength. If you have all 6 chapters you'll swim in training points, but there is no skill rising strength, and the best weapons require 16 strength (in chapter 4 for fighters), 10 for your starting weapon, and 12 for the average weapon found on field. Yes, there is a 10 coordination requirement, but before your first fight you can cover this need by a skill.
Actually if you have all 6 chapters you'll barely need to spend any skill point aside buying each and every skill (including spells, and those are mostly trophies), but you'll still have to accumlate as many as you can gather for the sake of chapter 3.
Fighter has a very basic concept: you tank in the first lane with the heaviest armor you can find. Go for the highest resistance bonuses and highest damage topped with attack bonuses (this means use swords as weapon).
Spells and extra gear is mostly restricted to protection from damage (especially elemental damage). And for the sake of chapter 3, as well as all classes there, you'll need stealth-gear, and a bow.
NPCs should be another fighter and Phelic's Apprentice, who is a healer. Anthology version does not allow you to remove items on the NPCs at fixed parts (at earlier patches they only needed to have there something,what made Dinadon ultragood). Ranged offensive NPCs are DUMB and just slaughter your own party, so don't bother.
This class' weak point is the fight with encumberance, but usually you should be able to wield the best available armors. NOTE: the strength statistic has nothing to do with the encumberance-level!
- scout: this is for the most part the easiest of the classes, as soon as you build it up.
Initially rise mysticism to 5 to be able to cast Shadow spell (+50 stealth) as an early solution. Have 12 strength to be able to use your bow. Rest into stealth, because that is the core of the class.
Stealth is a passive invisibility skill in percentage. If you have 100 stealth, you are invisible until you speak to someone, and then you turn visible for only that person. Still should not try melee though. Oh, and while being unseen, all your hits are instant kills (supposedly).
Bows have the restriction to allow only 30 encumberance (called restriction ingame), but this should not be an issue, as only heavy armors have lots of restriction but they are also noisy, so a scout don't wear them anyway. There are some quests which demand heavy armor (in chapter 3), will report them later.
NPCs: you likely don't want any, or only ranged ones, else you'll easily slaughter them. And they hinder your stealthy way. You still want to recruit everyone for the tp though.
- mage: the most complicated class in terms of equipment if you want the more useful hybrid, who can engage in combat himself too, or you can go the pure-mage way what is also not that simple (and there is the problem of waiting for the managlobe filling back).
The developers seem to had in mind at a point that mages should go for high defense, but that simply does not work. You can instead go for a lot of armor and weapon skill with magic alternating depending on the situation, or can try to have as much mystic skill as you can. If you go for a pure-mage you might try to build your equipment with awfully heavy armor, even skipping restriction-lowering skills,as you won't attack with weapon anyway, and that the only bad side of encumberance is, that your weapon deals less damage each hit (ok, after a while your walking speed would suffer too, but as I said, there is way enough points to buy restriction-lowering skills). This later part is also a reason why Phelic's Apprentice is so popular a choice as NPC.
So depending on your plans initially either rise your stats to be able to lift a sword, or put everything into mysticism to have a lot of starting mana. Mage has the advantage of high manapool, so will be able to start chapter 3 with less stealth if needed (initial stealth for this class is terrible).
NPC-wise this class is flexible. You can regularly cast Shadow on an archer for instant kills, or get Phelic's Apprentice and a melee specialist and do double healing, or whatever you can handle.

Chapter 1-2 gives regular combat, 4 is about stealth (with gear you'll have to have there 100 stealth), 3 is about physical damage in confined space, 5 is magic damage in wide open space (a lot easier than chapter 3). Chapter 6 is the boss-battle.

Training:
Here is how much training points you'll need to buy all available skills and spells per chapter, and also what other stat-requirements arise:
- chapter 1: 33, and scout needs minimum 30 stealth to even have a chance to do 1HKO on ahouls
- chapter 2: 185, and need 15 perception for certain quests
- chapter 3: 70
- chapter 4: 70, and need continuous 100 stealth
- chapter 5: 135
- chapter 6: class-dependent: mage - 135, knight - 60, ranger - 85.
You should gather items to cover your perception/charm requirements as much as possible, so you'll have 3 gears to keep an eye for: regular battlegear, questing gear (perception/charm boost), stealth gear (what you can dispose after chapter 4).

Spells:
- charge: the mage class' starting damage-spell. The to-hit radius is miniscule, and it barely has any damage. So, your typical starting spell.
- fireball: deals heat-damage and some crush damage. Your first real damage-spell. It is das, and you castit way faster with 30-50% mysticism. It has some minor self-guide. Its damage isn't that great though, though an item will upp it to the level of frost in act 5. And resistance are plenty, so that isn't world-saving property still.
- frost: deals cold, and has a good manouverablity. Unfortunately it is slow as heck, and after Act 3 it start to feel lacking.
- shrapnel: meh. Supposedly physical damage, but it stinks.
- flame strike: it has pure heat damage, but better use the book whichdoubles the ffectiveness of fireball for all sake!
- great wolf: phyiscal damage, but not that effective, and costs a ton AND the animation is slow
- great hand: physical damage. Only 1 type, so either it'll be completely resisted, or not at all. Comes too late.
- blizzard: NPC only
- shock: NPC only
- aura of iron: as well as the rest of the proteting-spells it has very limited use because the resistances are logaritmical, ca. 90% being the maximum.
- prot. from lightning/cold fire: see aura of iron
- aura of steel: improved version of aura of iron
- heal: your mana gets back way faster than your life. Simply means you don't have to stand around that much. Can also help some in battles.
- shadow: with some act 5-6 enemy can make you invisible. Duration is heavily dependant on mysticism, so don't try to rely exclusively on it unless you have like 30-50 mysticism (might depend from class).
- hold: potentially game-breaking. It renders the enemy helpess for a duration. Plenty of use if you are a pure mage: you hold the enemy/s, and your party massacre them. The duration with high enough mysticism can be so high you alone can make the kill too either by weapon or by switching spell (unfrtunately there are no hotkeys to swap spells). Mostly useful in act 5.
- mana thief: useless
-forget: absolutely useless
- summon wolf: weak as a kitten. Can be useful to trigger faraway enemy.
- mirror image: costs a ton of mana, has limited effectiveness. Best for mage-warrior hybrid.
- heal all: now you canheal the entire part. Problem is, you rarely need to heal the entire party the same time, costs a ton, heals way less than heal.
- deflect: essential. Makes you immun to spells.

Optimum gear at the end of chapters for each class:
#1:
- warrior: there and back for the first time, a glowing diamond ring, signet of latigid, officier's sword, tower shield, black boots, steel gauntlets, splint kilt (steel kilt if can be found), pants, fine steel kneepads, great helm, leather arm splints, giant's pauldron, fine steel pauldron, steel hauberk, armoring doublet (leather armor if you find, I might have overlooked as these two look identical)
- scout: there and back for the first time, a glowing diamond ring, a spell book, hunting bow, black boots of the shadow, leather gloves&bracers, quiver belt, pants, Elven Leather Breeches, 2*studded coif, leather armor, soft leather vest
- mage: chalice of life (it is a quest item which will be taken from you, but for a god portion of the chapter you may use it, and it is far better for a mage than any other), a glowing diamond ring, a spell book, officier's sword, tower shield, old magic boots, gloves: optional, chest 1-4: optional (giant's pauldron and soft leather vest is good choice), steel kilt (would be too for warrior, I might missed this for him back then, but it is here optional too), pants, fine steel kneepads (or whatever), , fine steel pauldron/pants.
Most things are optional, because you don't get hit. Your fireball can face all the one-on-one enemies.
#2:
- warrior: sacrificial dagger (likely result of coding error, but who cares?), a glowing diamond ring, signet of latigid, officier's sword, tower shield, white steel boots, white steel gauntlets, ahoul leather plate kilt, black pants of the shadows, fine steel greaves, fine great helm, steel bracers, giant's pauldron, heart guardian, chainmail hauberk, scale hauberk
- scout: there and back for the first time, a glowing diamond ring, ring of protection (or/for a time: smoldering ring), elven fine long bow, combat boots, hands of the truth (or black gloves), quiver belt, black pants of the shadows, elven leather breeches, 2*soft leather vest, black studded shoulder pads, open black cloak
- mage: the mage's companion, a glowing diamond ring, sacrificial dagger, mystic claw, tower shield, old magic boots, hands of truth, wizard's bracers, chain coif (helmet from Vasek), heart guardian, soft leather vest (changed to rotting black robes when the lich is disposed,but there is no more enemy after that), giant's paulderon, mystic blackrobe (bought from shop, costs 800$), pants, black pants of the shadows, a troll girdle
#3:
*found a bracers called "shadow cuffs" on a lizardman in F7, atthe top bridge. It is a better-than-listed-below stealth stuff.
- warrior: sacrificial dagger, a glowing diamond ring, (whatever third misc you want as I gave the sign of lathigid to Dinadon for more restriction), fine crafted longsword, tower shield, king tortain's boots, white steel gauntlets, ahoul leather plate kilt, black pants of the shadows, king tortain's plate greaves, white great helm, fine steel arm plates, giant's pauldron, heart guardian, king tortain's chain hauberk, king tortain's cuirass
- scout: there and back for the first time, a glowing diamond ring, ring of protection, elven fine long bow, combat boots, hands of the truth, quiver belt, black pants of the shadows, elven leather breeches, 2*soft leather vest, black studded shoulder pads, open black cloak, fedora of the deceiver
You'll also need 48 stealth.
- mage: the mage's companion, a glowing diamond ring, sacrificial dagger, mystic claw, tower shield, old magic boots, hands of truth, wizard's bracers, helm of reason, rotting black robes, giant's paulderon, mystic blackrobe, a troll girdle, king tortain's chain pants, black pants of the shadows
#4:
start the chapter with this gear, independent from class: magical mask, black leather gloves, pants, black pants of the shadows, quiver of fire (or of ice), elven fine longbow, shadow cuffs
- scout: ring of speed, ring of balance/a map (in Village 15-16 where the enemy don't give XP), ring of shadow, draugdur's bow, combat boots, hands of the truth, quivers of lightning (none has resistance for electricity in the entire game), black pants of the shadows, elven leather breeches, tunic of warmth, tunic (from the houndsmaster's tent!), mail of midnight, open black cloak, magical mask
You'll also need 100 stealth after casting Shadows, or 100 w/o it with all the stealth-gear and training.
- mage: NOTE: my equipment is NOT the optimal, because my base strength became my strength adjusted by currently worn equipment. Keep this in mind.
smoldering ring, a glowing diamond ring, ring of shadows, draugdur's bow, combat boots, hands of truth, shadow cuffs, magical mask, rotting black robes, giant's paulderon, mail of midnight, (hundsman's) tunic, quiver of lightning, elven leather breeches, black pants of the shadows
#5:
- warrior: there is no real chance for upgrading your equipment.
- scout: ring of speed, ring of balance*2, draugdur's bow, combat boots, hands of the undying revenant, quivers of lightning, greaves of extinguishing, limbs of the crawling dead, tunic of warmth, cloak of the frozen dawn, mail of midnight, shadow garment of the wraith, fedora of the deceiver, wizard's bracers
- mage: felious' grimoire, ring of magic, tomb of burning pit/ring of meditation, mystic claw, leviathan's scale shield, scarlet slippers of the sorcerer, scarlet gloves of the sorcerer, wizard's bracers, helm of reason, shadow garment of the wraith, scarlet garment of the sorcerer, scarlet robe of the sorcerer, rbes of the ineffable darkness, skeletal sarong of the specter (belt), greaves of the feaver guard, black pants of the shadows
#6:
everyone should get the magic amulet for finding new apprentice for Phelic.
- warrior: no reason not to wear all pieces of the special gear. Aside that (and the magic amulet) I suggest these: leviathan scale shield, black pants of the shadows, white great helm, troll girdle, the book of elements, and any thrid miscaleanous item you want (ring of balance or ring of greater health suggested).
- scout: ye, ye, you get a new bow with quivers. As long as you have any bow, it doesn't matter whatyou wear if you wear anything at all.
- mage: the same as the previous chapter, with some changes for the boss-fight: 1) get the robe Anthamas made 2) Mithrias actually has some spells that can break through. To prevent this wear some resist-gear: sparkling gloves (electric resistance), book of elements (instead of Fester's tome), and the Magical Amulet the new apprentice of Phelic gives 3) for offensial purpose wear the tomb of burning pit. This combined with the robe Anthamas gives makes you able to literally incinerate entire armies.
NOTE: depending on the patch you might end up with some named items missing from your version. Do your best. I actually make a chart to decide (problematic as the game is sensitive to alttab), might upload it somewhere later. No suggestion includes items bought from shop.

Chapter helps:
#1:
Warrior will have hard time with a two-archergroup in Village 4, the ahoul guarding the locked chest, and the shaman.
Scout has problem with any archer (if they roll sniper hit you're as good as dead, so save regularly) and the shaman (you must hope for a cast shadow -> do 1HKO there).
Mage: just your maximum mana. Only the Ogre because of it will pose real problem, and you'll stand around a lot waiting to be recharged (there is no manapotion, and Borther Curly is so far away you'd gain nothing most of the time visiting him).
#2:
If you have company watch out, as in the latest version unlike in the previous versions mercs don't get autoheal if you click on them and then click another character (the other merc or the protagonist).
Other minor tip: Waynar does not appear until you kill Lydia's body. Make yourself an easier time by going up before his group spawns and kiling some troops. And against the lich you just have to hold on, so no need to attack, or keep the second party-member there (although bigger grouő makes things easier, but it takes so much time to walk around).
Scout: the skills are good investment, so for the first half (until cave 2 or further) you won't have a chance investing into stealth, so you'll have to save regularly. Things get better if you get Wyatt who has 50+ basic stealth, so just cast shadows on him regularly,send him out and let him snipe down everything.
All the gear-choices also relate to what's your plan with Wyatt. I see a chance keeping him on the long term just by pushing his stealth skill through equipment to continuous 100 while the main character will get its stealth from skills and leftover gear. Also, Wyatt's strength is punny, so if you want to give him anything but hunting bow you'll have to provide him the strength-gear instead keeping them for yourself (at least the Smoldering Ring and the Hands of Truth).
Hardest enemy are the lurkers as they tend to notice you no matter what (and you meet them pretty early too), and they are fast too. So don't forget to save between fights.
I kept around Phelic's Apprentice for this, but you're likely better of with some melee NPC, unless it turns out like maging, where friendly projectiles can hurt/kill your own party.
Mage: You mana is good, but your spellcasting is not fast enough yet, sobring some NPCs to the caves. The ideal party is a rogue and a warrior: the rogue can be shadowed (Wyatt) and sent to safe massacre, while the warrior is for tanking (I brought Vasek). There are the big lurkers vs ahouls fights in the caves though where you're better of leaving the party behind, and you circling the enemy.
#3:
The hardest quest in the game is here, as one of the trainings you can get: you have to fight 3 "swords" in a confined space, w/o party (they are not let in). SAVE before trying, and hope only 1 sword activates. Kill it, and activate another sword by casting on it. The warrior is pretty invincible, and the mage should be able to deal fast damage. Yet to try how scout performs.
Also, the last fight is long and trying, no melee merc has any chance (the new melee mercs are pathetic anyway), so recruit Kalevi for this event. He can not wear any items not already on him, but used with caution will turn out a worthy addition. And you can dismiss him after done.
Scout: To beat the swords you need to be undetectable. That ment for me 48 stealth for what the shadow spell gave me 100, which is 2 more than it is supposed to, but I won't complain. Actually, you could easily just rise you stealth to 100 natural, but I like to restrain myself for sparing points by later equipment and skills. Not that it'd be needed, but atleast now we all know how that quest weight.
For the chapter you might want to rely on Wyatt if you don't bump your own stealth to 100 right there. He'll happily snipe down everyone if he has 50+ natural stealth (that's 100 with shadow spell). Your mana should cover the need of the spell with minimal standing around for recharging.
Forget Kalevi. He can't even hold his own weapon, and can only wear as extra misc items, which I only had 1 Smoldering Ring around to bump his strength by 1 while he'd need 2. For the final battle leave behind your pryt, and go alone. The Baron is immortal, and the NPCs just make themselves killed as you can't tank for them.
Mage: for the first part have 50 stealth and cast shadows regularly. This time I went killing everything which I knew not needed from meta-knowledge, so the order was: V1-2-3-4-5-6-10-9-13-14-7-8-11-12-15. Only the scout goes to V16.
#4:
Lacking a sufficient walkthrough you'll have to READ who you should visit, but that's mostly obvious within the keep (except when you come back with the new of the ram, and they say go to the alchemist, but first you have to go to Elzarath!). In the village it is more problematic. What you should do is to talk the first generic-named ahoul until your journal gets updated (their speech is randomly generated). From then on you can kill any generic ahoul you want. Then there are two ahouls which are part of a sidequest: Kellden and Darg. Do not kill them before completing what they want. And do not kill any named ahoul before talking to them. Also, there is the Scoutmaster and Old Ben who I never tried kill as they are "good guys". Btw, Scoutmaster worth XP.
Finally it is pretty easy to miss certain equipments (chests being hidden from eye, item looking the same as generic objects). Be thorough (or consult a guide). Oh, and collect all rings. One ring can rule them all, but you're better off with all of them!
scout: have 100 natural stealth before entering Elazar's tower. That'll make thing easier. Also, in this chapter Wyatt's stealth is incrised to 93. THIS CAN NOT BE INCRISED FURTHER. Do not remove or add any item to him in this chapter which has bonus to stealth, that'll ruin him!
Also, in Frosthelm's dungeon move around cautiously, else the Doomfrosts can harm you. Still, with Phelic's Apprentice Icharus + Wyatt you should be safe even if you go too close and one starts to attack.
In Inferno the Fire elementals are way too agressive. Your stealth will only work like half the time, so save after each and every opponent eliminated. Preferably just get through that place asap. No, fire resistant gear do not help.
#5
Most if not all stuff from the shops goes obsolate at this point, maybe with the exception of golden hauberk/cuirass (less so if you have this anthology version), and two mage-only odities.
The most annoying part in this chapter is at the very beginning: the wraiths in Elazar's tower are immun to physical damage AND can temporarily turn immun to magic too by casting. And the NPCs are far from being clever. So save and fight them one by one.
For the other realms you don't need much preparation. Frosthelm only demands 1 ring of greater protection from cold per charater, and Inferno 2, although there beware of the fire elementals, as somehow no matter your protection they can just mutilate your health. Deal them one-by-one, preferably with boosted frost spell, and always save after each kill. Oh, another annoying thing on them is that they float over inaccessible terrain many time.
Might be a good idea to go to Notsuoh and get the deflect spell early,despite this makes no sense story-wise. Mages don't need this trick that much as they can simply hold all nousance. A party helps too.
#6
I hope you learn Deflect. Heck, there is no reason you should not learn yourself ALL spells from scrolls, as you can't pass them to the mercs.
I hope you do not store anything in the south gate levels, because they will be lost soon.
WARNING. One of the stuff you must aquire (quest) is from a merchant (George), who offers his stuff ONLY ONCE. You should have plenty of money at this point, and your equipment does not change the price (1,000 gold) as it turned out, still, this is cruel.
Also: do NOT fight the enemy when you don't absolutely have to. It is a waste of time.
Lastly: this chapter differs for the classes. You'll get your own class-quest, class-gear, and won't have access to any of the others.
scout: leave the NPCs, you won't need them. Be ABSOLUTLY SURE Mudam gives you the Amulet of the Unseen, else the candelabra won't appear inside the place where the class specific stuffs are, soyou won't be able to get access. Not that it'd have any consequence.
To hold the floor (you'll know when) you should just run around until friends arrive and dispose the enemy.
Final fight, warrior: if you did not spent your training point like I, you should have 500+ point after all training and spells bought (although you should only have used heal, shadow, fireball, frost, deflect). Spend all point to strength for insane melee damage. Cast deflect, and hope your own damage what Mithrias reflects to you (he'll be busy casting spells which all will be deflected) won't kill you before he dies. The whole fight will last for ca. 5 seconds this way, lol.
Final fight, scout: you don't need to fight the ahouls at the yard before Mithrias, just run downward and hit the teleport. As soon as you appear before Mithrias RUN AWAY, cast Shadows, and murder the scum. He really won't notice you this way,and goes down by a sniper shot.
Final fight, mage: total easy. Put on yourself a deflect, then just keep blasting him away with fireball. You don't even need to spend any of your 500 training point.
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Old 05-02-2015, 06:34 PM   #143
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Talking OFF

SOA
is my future game.
....
OFF

Well, i uninstalled F3 because of many bugs.
FNV is installed and started.
Sadly, file created with PrScr was very big but i re-sized it to show my very first step.
Strange detail:
The voices are English but text is Russian.
No problem for me because i like Russian lang.
(Pls, excuse me dear SS).
I passed F1,F2 and F Tactics.
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Old 05-02-2015, 09:11 PM   #144
twillight
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Quote:
Originally Posted by yoga View Post
SOA
is my future game.
....
OFF

Well, i uninstalled F3 because of many bugs.
FNV is installed and started.
Sadly, file created with PrScr was very big but i re-sized it to show my very first step.
Strange detail:
The voices are English but text is Russian.
No problem for me because i like Russian lang.
(Pls, excuse me dear SS).
I passed F1,F2 and F Tactics.
Lol, remembers me a copy of Evil Dead 3, which spoke english, but had norvegian subtitle burned on it
Gogogo with New Vegas, and don't forget to tell us if you ended up with small guns, energy weapons or big guns!
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Old 06-02-2015, 07:19 AM   #145
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Quote:
Originally Posted by twillight View Post
Lol, remembers me a copy of Evil Dead 3, which spoke english, but had norvegian subtitle burned on it
Gogogo with New Vegas, and don't forget to tell us if you ended up with small guns, energy weapons or big guns!

Ha ha ha,
have to learn Norwegian lang.
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Old 06-02-2015, 03:59 PM   #146
twillight
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Exclamation Amnesia - forget this series!

Tried to install it (was in a magazine). Turned out, it is hardcoded to only work with company X's totally unnecessary videocard Y.

This is just outrageous. Noone needs a videocard nowdays. The computers in the shops are so strong, even the sellers confess you can't use them out even if you try to at full capacity. So adding another accelerator (a video card, which has the power only a fraction of the computer, thus again totally unnecessary, as it simple can't make things work noticeably faster) is just dumb.

You should have amnesia relating the Amnesia-series. Because it is nothing else then pulling money for no conent from your pocket.
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Old 06-02-2015, 04:10 PM   #147
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Quote:
Originally Posted by yoga View Post
SOA
is my future game.
....
OFF

Well, i uninstalled F3 because of many bugs.
FNV is installed and started.
Sadly, file created with PrScr was very big but i re-sized it to show my very first step.
Strange detail:
The voices are English but text is Russian.
No problem for me because i like Russian lang.
(Pls, excuse me dear SS).
I passed F1,F2 and F Tactics.
You ever buy games yoga ?
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Old 06-02-2015, 05:50 PM   #148
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You ever buy games yoga ?
Si,si.
Wait a scanned CD photo which i bought when You was still not born.
BTW, are You games seller?
Do You remember some time ago asked me - yoga, why you are so much obsessed with the game Betrayal at Krondor?
As an answer i stop forever discussion about this game after competent opinion of well respected twillight concerning bad graphic of BaK.
May I ask now why You are so much obsessed with above mentioned question?
Thank you.
Grazie.
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Old 07-02-2015, 03:54 PM   #149
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Cause stealing stuff is not good, guess is not like that is east-europe.
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Old 08-02-2015, 10:47 AM   #150
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Cause stealing stuff is not good, guess is not like that is east-europe.
Thank You for kind words.
But You do not read what i wrote You.
Immediately when return from Sofia to my native town of Asenovgrad ( i have no scanner here)
i will scan and send You my stuff with paid and legal software.
Anyway, may i very politely ask You to stop this discussion,
which is very unpleasantly for me because You accuse me i am pirate.
Yes?
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