What's the method for fully resolving the feud at Rail Nomads? My guess is something to do with grabbing their 'totem' so nobody can have it.
It's been a bit, so my recollection is going to be spotty, butthis is basically a (crappy) walkthrough for the area.
Have a bunch of Smart Ass and Kiss Ass.
As soon as you arrive, follow Jessie to the lake and brute force one of the pillars into the lake. I don't recall if you can talk to the two kids, if you can then do so. Next, find your way to the playground. There's a bomb near the bicycle that you must defuse, then talk to Jessie again. Wander around the camp you're in, taking side quests from whoever will give you them, and talk to the leader (who name I forget. I think it starts with an 'H' though, so now he's H) for a bit. Once you've done that, move on to the next camp. Clear out the bandits as you go through, then repeat the talk to everyone and take side quests process (there are fewer here). Find the lady in the grass shortly before the actual camp and talk her down a bit. When talking to Casey Jones, make sure to mention his daughter if it becomes available. Go back and talk to H again. Press him for an option on peace. Go back to Casey Jones and do the same. Go back to H, you should be able to get him to play ball now. If you see him say 'both' in italics, try typing it in. I don't recall having to do this, but it still might be needed. Go back to Casey Jones and you should be able to get him to play ball as well (again, watch for 'both' in italics).
Basically, just keep going back and forth between the two of them until you get them to agree, and keep trying to talk them back from their respective ledges.
edit: They each have an item the other needs. Get them to an agreement where no one gets either one and you should be in good shape.
Is it terrible if you spill the beans re: Darwin's Village once you're out? I'm covering up, so I'm curious to what happens if you don't.
I only told Vargas and told him to keep it a secret.
I had to tell someone in command but definitely didn't tell the rest of the citadel, reported straight to the top on this one and going to hope he keeps it zipped.
Especially not Thrasher, he'll send people out there to make contact if you tell him which I can't see ending as anything other than badly.
So this popped up on Steam's fancy new 'Discovery queue' for me. I never played the original, but this looks interesting. Anything you might compare it to to give me a feel for how it plays?
So this popped up on Steam's fancy new 'Discovery queue' for me. I never played the original, but this looks interesting. Anything you might compare it to to give me a feel for how it plays?
Very similar to Infinity Engine games like Baldur's Gate or Planescape Torment.
Or for another comparison...the exploring parts, running around, talking to people, looting crates, that's similar to KOTOR with an overhead view. Combat is like XCOM.
Well, Old XCOM. This one has actionpoints in the new fangled "different actions cost different amount of action points".
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
So this popped up on Steam's fancy new 'Discovery queue' for me. I never played the original, but this looks interesting. Anything you might compare it to to give me a feel for how it plays?
Fallout 1 and 2.
It's a sequel to an 80s game but it's made more in the vein of classic 90s CRPGs.
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
So, uh... PSA: Don't try to blow up the gate sealing off the Damonta Radio Tower. The gate is the trigger for the tower, so blowing it up, even if the blast radius is nowhere near the tower's computer, will break the computer, which I guess renders the main quest uncompletable. So I guess that's five hours of clearing out the entire city wasted, since that was pretty much the first thing I did. Fuck.
(You'd figured they'd make that fence indestructible, like a lot of fences and doors in the game, since it's vitally tied to the main quest. But nawwww.)
So, uh... PSA: Don't try to blow up the gate sealing off the Damonta Radio Tower. The gate is the trigger for the tower, so blowing it up, even if the blast radius is nowhere near the tower's computer, will break the computer, which I guess renders the main quest uncompletable. So I guess that's five hours of clearing out the entire city wasted, since that was pretty much the first thing I did. Fuck.
(You'd figured they'd make that fence indestructible, like a lot of fences and doors in the game, since it's vitally tied to the main quest. But nawwww.)
With this fence's death, the thread of prophecy is severed.
I actually blasted open a gate with a shotgun once, on accident because a dude was standing next to it. I am somewhat ashamed to admit I'd never thought of this. It was all about lockpicking, followed by brute force if that didn't work, followed by explosives if that didn't work.
This is remarkably similar to my approach to conflict resolution. Grenades are wonderful little equalizers.
I actually blasted open a gate with a shotgun once, on accident because a dude was standing next to it. I am somewhat ashamed to admit I'd never thought of this. It was all about lockpicking, followed by brute force if that didn't work, followed by explosives if that didn't work.
This is remarkably similar to my approach to conflict resolution. Grenades are wonderful little equalizers.
My fights tend to involve doors and pieces of crates flying everywhere. I have AoE weaponry, and I'm not afraid to use them.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I'm amazed at how big this game is. I thought it might be Fallout 1 length but it may actually have more stuff than Fallout 2. I easily have 50 or more hours into this game. Granted some of that time was just waiting on skill checks. :P
Apostate on
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AlazullYour body is not a temple, it's an amusement park.Enjoy the ride.Registered Userregular
Something I found actually pretty cool.
That both the preacher dude and Pistol Pete actually make it harder to resolve the situations they come from peacefully. In the case of Rodia, Pete will quit your team if you take a job from Dengler. Takayuki gave me some shit, but thanks to it I was able to prove Beatrice's duplicity to Dante therefore securing Virgil's help fixing the radio. I didn't even try taking the other guy with me when I went to the Bastion, because he makes it very clear that he will turn on you if you start working for the God's Militia. Really cool little touches that help make the game awesome.
Now I just wish they would patch the game so I can actually finish the Bastion/Hollywood. I apparently broke the game trying to achieve the peaceful ending.
User name Alazull on Steam, PSN, Nintenders, Epic, etc.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Update: Turns out I just needed to use the repeater from the hotbar instead of the inventory screen in Damonta (it worked from the inventory screen in Ag Center, I swear). inXile's support responded quickly and was very helpful, which was nice.
Restarted when i learned Angela had to jet so I could replan and cover her skill set. Did AgCenter instead, went 25 Cha(with Angela, Rose, and Ralphie) and rushed Darwin for... Pizepi? Pippy, whatever.
Im thinking of giving her shotguns for an alternate to EW... Are they worth a damn if you skill into them? I already have a (bad) sniper, smg, 3 rifles, with EW, grenade, or pistol offhands... Not sure what else I'd give her - how do shotties work out?
Restarted when i learned Angela had to jet so I could replan and cover her skill set. Did AgCenter instead, went 25 Cha(with Angela, Rose, and Ralphie) and rushed Darwin for... Pizepi? Pippy, whatever.
Im thinking of giving her shotguns for an alternate to EW... Are they worth a damn if you skill into them? I already have a (bad) sniper, smg, 3 rifles, with EW, grenade, or pistol offhands... Not sure what else I'd give her - how do shotties work out?
They're weird. You use them more for AoE than damaging a single foe. Until you get the end game shotguns that have burst fire, their single target damage is lacking so you'll be chasing down groups of huddled enemies to make the most of their cone effect.
You only get one Gamma Ray blaster (in exchange for toasterloot), but that does 88-143 damage per shot (ie, as much as a minigun salvo) and has an Armor threshold of 2 (so once you stop killing raiders it does Lots of Damage Against Anything at any range).
The Neutron Projector has a much higher threshhold (5) but uses up less AP and actually deals more damage thanks to its higher multiplier.
You only get Neutron projectors much later into the game though.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
You only get one Gamma Ray blaster (in exchange for toasterloot), but that does 88-143 damage per shot (ie, as much as a minigun salvo) and has an Armor threshold of 2 (so once you stop killing raiders it does Lots of Damage Against Anything at any range).
The Neutron Projector has a much higher threshhold (5) but uses up less AP and actually deals more damage thanks to its higher multiplier.
You only get Neutron projectors much later into the game though.
And by the time you get the Neutron Projectors, you don't have to worry about it getting low damage on much of anything - the armor threshold on mobs balloons up to an average minimum of 7.
Hmm. Maybe its not worth the points, then. Thanks, I'll think on it.
Theory on the Night Terror: anyone else notice a large dropoff in success on skill% checks while he's around? Could totally be a fluke but I'm noticing a lot of fails, and Rose mentioned he is "highly disturbing"...
Hmm. Maybe its not worth the points, then. Thanks, I'll think on it.
The lower level Energy guns are not as awesome as those two, but they're decent enough. Sufficiently decent that they frequently outdamage rifles.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Honestly I don't know if anyone really needs a secondary weapon skill. If it's not melee you're going to be loading yourself down with extra ammo. I haven't found myself really wanting to switch at any given time, basically just for stuff like grenades and rockets.
Honestly I don't know if anyone really needs a secondary weapon skill. If it's not melee you're going to be loading yourself down with extra ammo. I haven't found myself really wanting to switch at any given time, basically just for stuff like grenades and rockets.
If you have a rifle or sniper rifle you'll want something for when they're up close. My 7.62 sniper has a minigun. My assaultrifle girl has blades and Lexicanum has sniperrifles and his trusty mech-fist.
My EW gunner has a pistol sidearm atm to fill out her cycles.
Submachinegunners generally don't need other guns (and most often use grenades as their backup), but the priest companion came with blunt skill so I'm using a plasmahammer with good effect.
The shotgunner uses shotguns, explosives and nothing else.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I've had good success with SMG / EW paired on one character, since (at least for the parts of the game I've been through) the SMG's work well against soft targets but don't have much armor penetration.
I guess I'm dumb for taking the AP to walk a short distance and shoot them with a higher percentage. It is a big inconvenient waste if you're crouched. Maybe I'm good at dealing with those close range jerks, just always focus them down asap.
The Gamma Ray Blaster has a 3-round-burst option. With a laser sight and decent energy skills it's almost impossible to miss.
There are not a lot of things that the Gamma gun can't vaporize.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
I've had enough points to go around that a backup weapon has come in handy for every character: a gun jams and you need something dead that turn, you're using rifles and something gets up in your face, etc. Lead has AR/energy, the sniper has an SMG on backup, my explosives expert is decent with AR and bladed, and the medic goes shotty/pistol. I've also picked up Rose (Pistols+whateverthefuckelse because 10 int), Scotchmo (shotgun, and he's been reliably beating even armored stuff to death with a pipe), and Pete (starts with high pistol, learning AR quickly).
Also got weaponsmith up to 7, so I can finally start using all this tacticool shit I've been hoarding since hour one. Quickmags, laser sights, and comically large scopes for everyone!
Yeah, that's where all the steam keys came from. I, uh, am not wise with money.
The tier also included a designed item (mine was the book he's carrying, though regrettably the Toxx clause/claws was not my idea) and your name dropped randomly. I've seen a few other named NPCs running around - some were fairly obvious, like a certain John "Cynical" Bain outside Angel Oracle - so I'm curious to see who else shows up.
Anyhoo, this was a random encounter with an absurdly high Outdoorsman check (Pete's at 9 and I still only had 50% to escape), said it involved Mannerites but turned out it was just these guys. Find 'em and put him out of my misery
Speaking of backers there was something about a special skill only backers get (I was one). I really didn't follow the updates as close as I should have. Does anyone know what that is and how it gets activated?
Also those pictures brings up something else. Almost all your guys had the orange encumbrance warning. I know the red versions slows you way down but does having the orange tab penalize you at all or is it just a warning?
Speaking of backers there was something about a special skill only backers get (I was one). I really didn't follow the updates as close as I should have. Does anyone know what that is and how it gets activated?
Also those pictures brings up something else. Almost all your guys had the orange encumbrance warning. I know the red versions slows you way down but does having the orange tab penalize you at all or is it just a warning?
Go to your Ranger Central page; down in the CD key area, there's a code. You can say that code to the first merchant in the game, and she'll give you a book that teaches the backer-only skill.
Posts
As soon as you arrive, follow Jessie to the lake and brute force one of the pillars into the lake. I don't recall if you can talk to the two kids, if you can then do so. Next, find your way to the playground. There's a bomb near the bicycle that you must defuse, then talk to Jessie again. Wander around the camp you're in, taking side quests from whoever will give you them, and talk to the leader (who name I forget. I think it starts with an 'H' though, so now he's H) for a bit. Once you've done that, move on to the next camp. Clear out the bandits as you go through, then repeat the talk to everyone and take side quests process (there are fewer here). Find the lady in the grass shortly before the actual camp and talk her down a bit. When talking to Casey Jones, make sure to mention his daughter if it becomes available. Go back and talk to H again. Press him for an option on peace. Go back to Casey Jones and do the same. Go back to H, you should be able to get him to play ball now. If you see him say 'both' in italics, try typing it in. I don't recall having to do this, but it still might be needed. Go back to Casey Jones and you should be able to get him to play ball as well (again, watch for 'both' in italics).
Basically, just keep going back and forth between the two of them until you get them to agree, and keep trying to talk them back from their respective ledges.
edit: They each have an item the other needs. Get them to an agreement where no one gets either one and you should be in good shape.
I had to tell someone in command but definitely didn't tell the rest of the citadel, reported straight to the top on this one and going to hope he keeps it zipped.
Especially not Thrasher, he'll send people out there to make contact if you tell him which I can't see ending as anything other than badly.
(Mannerites)
Very similar to Infinity Engine games like Baldur's Gate or Planescape Torment.
Or for another comparison...the exploring parts, running around, talking to people, looting crates, that's similar to KOTOR with an overhead view. Combat is like XCOM.
-Antje Jackelén, Archbishop of the Church of Sweden
It's a sequel to an 80s game but it's made more in the vein of classic 90s CRPGs.
I guess. I've played both but it feels more like the new one to me, probably due to the aesthetics.
It's remarkably satisfying.
Alright, best book in the game found.
(You'd figured they'd make that fence indestructible, like a lot of fences and doors in the game, since it's vitally tied to the main quest. But nawwww.)
This is remarkably similar to my approach to conflict resolution. Grenades are wonderful little equalizers.
My fights tend to involve doors and pieces of crates flying everywhere. I have AoE weaponry, and I'm not afraid to use them.
-Antje Jackelén, Archbishop of the Church of Sweden
Now I just wish they would patch the game so I can actually finish the Bastion/Hollywood. I apparently broke the game trying to achieve the peaceful ending.
Im thinking of giving her shotguns for an alternate to EW... Are they worth a damn if you skill into them? I already have a (bad) sniper, smg, 3 rifles, with EW, grenade, or pistol offhands... Not sure what else I'd give her - how do shotties work out?
They're weird. You use them more for AoE than damaging a single foe. Until you get the end game shotguns that have burst fire, their single target damage is lacking so you'll be chasing down groups of huddled enemies to make the most of their cone effect.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
You only get one Gamma Ray blaster (in exchange for toasterloot), but that does 88-143 damage per shot (ie, as much as a minigun salvo) and has an Armor threshold of 2 (so once you stop killing raiders it does Lots of Damage Against Anything at any range).
The Neutron Projector has a much higher threshhold (5) but uses up less AP and actually deals more damage thanks to its higher multiplier.
You only get Neutron projectors much later into the game though.
-Antje Jackelén, Archbishop of the Church of Sweden
And by the time you get the Neutron Projectors, you don't have to worry about it getting low damage on much of anything - the armor threshold on mobs balloons up to an average minimum of 7.
Poor David. It is almost like Penn and Teller wrote it or something.
Theory on the Night Terror: anyone else notice a large dropoff in success on skill% checks while he's around? Could totally be a fluke but I'm noticing a lot of fails, and Rose mentioned he is "highly disturbing"...
The lower level Energy guns are not as awesome as those two, but they're decent enough. Sufficiently decent that they frequently outdamage rifles.
-Antje Jackelén, Archbishop of the Church of Sweden
If you have a rifle or sniper rifle you'll want something for when they're up close. My 7.62 sniper has a minigun. My assaultrifle girl has blades and Lexicanum has sniperrifles and his trusty mech-fist.
My EW gunner has a pistol sidearm atm to fill out her cycles.
Submachinegunners generally don't need other guns (and most often use grenades as their backup), but the priest companion came with blunt skill so I'm using a plasmahammer with good effect.
The shotgunner uses shotguns, explosives and nothing else.
-Antje Jackelén, Archbishop of the Church of Sweden
The Gamma Ray Blaster has a 3-round-burst option. With a laser sight and decent energy skills it's almost impossible to miss.
There are not a lot of things that the Gamma gun can't vaporize.
-Antje Jackelén, Archbishop of the Church of Sweden
Also got weaponsmith up to 7, so I can finally start using all this tacticool shit I've been hoarding since hour one. Quickmags, laser sights, and comically large scopes for everyone!
But some guy beats me to the punch.
So I gotta settle for looting myself.
This has been a surreal day.
Holy crap! Were you a backer?
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
I understood that reference!
Why I fear the ocean.
Yeah, that's where all the steam keys came from. I, uh, am not wise with money.
The tier also included a designed item (mine was the book he's carrying, though regrettably the Toxx clause/claws was not my idea) and your name dropped randomly. I've seen a few other named NPCs running around - some were fairly obvious, like a certain John "Cynical" Bain outside Angel Oracle - so I'm curious to see who else shows up.
Anyhoo, this was a random encounter with an absurdly high Outdoorsman check (Pete's at 9 and I still only had 50% to escape), said it involved Mannerites but turned out it was just these guys. Find 'em and put him out of my misery
Also those pictures brings up something else. Almost all your guys had the orange encumbrance warning. I know the red versions slows you way down but does having the orange tab penalize you at all or is it just a warning?
Go to your Ranger Central page; down in the CD key area, there's a code. You can say that code to the first merchant in the game, and she'll give you a book that teaches the backer-only skill.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]