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Catoblepas: Train as many rebels as you can, as early as you can. You will usually lose a few per battle, but they can really help, and it is hard to have enough mercs to cover everything unless you go for the bottom of the barrel quality mercs. Having more than one IMP can help. Also, mine income is randomized, and one mine per game will always run out after a while to an income of zero, so get two mines asap. Always go for Drassan first, then either the central city or the NW city.
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keeveek: Thanks, I'll try that. But do I need to keep at least one merc in each city I visit in need to recruit more rebels? Because even if I managed to defend a city one time, they often get it back second time. And I never could afford that many mercs...
makes me wonder how completely you have played the JA games, because you can easily have mercs be crippled or killed in unavoidable circumstances due to the RNG deciding that a rent a cop with a pistol is going to hit you from across the map in the head and kill you instantly.
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keeveek: ha,ha it happened to me in JA2UB once. I saved unfortunatelly just second before battle begins, and guess what...

Enemy soldier killed my merc instantly no matter how many times I loaded. My merc was crouched. in front of a window. Three buildings away. He shot everytime, perfectly , through THREE WINDOWS, of THREE DIFFERENT BUILDINGS and nailed it to my merc's head, killing him instantly, every time.
Early on You don't need to have one on every city later on, since you can get a helicopter to ferry you around. Early on on it might be a good idea to keep a low level merc like Flo, Gumpy, etc per city to train replacements (I usually stick them on the airport) If you are feeling cocky, and like to take Drassan quickly and secure it quickly, you can split up your starting team so you have 2 people per sector training troops This can be risky thoguh if their leadership is low, because the counterattack squads might arrive before the training is finished, but if it pays off, or you are confident enough to fight off the initial counterattack squads with your smalelr fireteams, it enables you to get a good income a few days earlier.

Early on, you want to go for cheap mercs. the MERCS website is great for this-pick up gumpy and flo if you can, and soem of the cheaper ones from the other website as well, like Buns, Steroids, Barry, or Igor. Combined with one or more good IMP mercs, and you should have a good starting task force.

Save frequently and on multiple save slots to avoid team wipes from pistol snipers, esp early on.
Post edited July 29, 2012 by Catoblepas
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keeveek: [url=http://dragonage.wikia.com/wiki/Codex_entry:_Storm_of_the_Century]http://dragonage.wikia.com/wiki/Codex_entry:_Storm_of_the_Century[/url]

you could win the game with that combo...
About 65% of the game can be won by carefully placing that spell and ordering your party to hold their ground far away, yes. However it requires that you are at least level 11 (I think) to get the 3 spells needed for that combo, and most boss fights (and a fair number of places) you can't actually use that spell combo because they are either usually in a confined area with no room to cast, or the bosses (because they can't be CCed for long due to being a boss) will simply reach your party and you can't do that combo (it takes at least 4 seconds to set it up and it has an enormous radius, and on nightmare mode it can actually kill your party before you run out of it if you didn't cast it far enough) as most bosses have a cutscene that force you within melee range of them after it. In addition generally (since you lose blizzard's slow/knockdown/freeze when you do that combo) you'll actually need a few spells to make sure mobs stay in it since in nightmare mode they have enough health to run through it without dying (once you get glyph of repulsion though that spell alone is generally enough).
Post edited July 29, 2012 by ycl260779
i heard this thing about gaming nastalgia, and how people are rehashing the same old formulas over and over. there were two opinions, one being that there should be fresh idea's out there, the other being that rereleasing games, or using the same formula from the same old games sells well often times, so aparently its what the people want. go out of the box, and people arn't that interested. i'm not so sure about that, but i do agree that games that sell well, tend to be the same old formula's and rehashed story's from older games. thats fine with me, i love hearing the same old story told differently again and again! and no, i'm not being sarcastic, i really do! its a classic!


And I especially love playing the old games i used to play when i was a boy!
Post edited July 29, 2012 by ashout
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keeveek: ...
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Fenixp: options != tactics. You really don't have THAT many options when creating a character in Jagged Alliance 2, yet it's a pinnacle of tactical games.

All you have to do in BG1, even tho you have all those options, is to repeat the same routine over and over right until the end of the game, you need to adjust your tactics very rarely. So it's about numbers, not about tactics at all. I have quite simply found myself in the need of adjusting my tactics and changing my approach to a situation much, much more in DA than in BG (and I have only played DA for a fairly short time)
JA2 had varied options when it came to combat though. Most of the time I fought at night to make things alot easier. I had to consider what weapons to use.

That's BG1. In BG2 you have to change your tactics and options most of the time. Mindflayers can 1-hit kill your character, Beholders pew pew u, Demi-Liches can banish your characters to non-existence every few rounds, and Dragons, well they do what dragons do, don't even wanna talk about the bosses and Demonlord in Throne of Bhaal. I had to play kite, decoy, tank and dps, consider what spells I had to use most of the time and I still get my characters killed which I quickly reload.
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Catoblepas: You said he wasn't being objective with his reasons for prefering BG, and insinuated that the real reason for prefering BG was the nostalgia factor. If you are dismissing someone's reason for liking one over the other as nostalgia, and accusing them of not being objective for insisting that that nostalgia had nothing to do with it.
The point is nostalgia and the era we played games has a LOT to do with what we like. Acting like it doesn't tends to make me dismiss your opinion, because you are blind to the influences in your life.
I actually never played Baldur's Gate. Always wanted to though. I think I'll get this edition, sounds interesting.
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StingingVelvet: The point is nostalgia and the era we played games has a LOT to do with what we like. Acting like it doesn't tends to make me dismiss your opinion, because you are blind to the influences in your life.
You are confusing nostalgia with high standards.
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StingingVelvet: The point is nostalgia and the era we played games has a LOT to do with what we like. Acting like it doesn't tends to make me dismiss your opinion, because you are blind to the influences in your life.
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keeveek: You are confusing nostalgia with high standards.
B.S.
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keeveek: You are confusing nostalgia with high standards.
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StingingVelvet: B.S.
While I also agree that Baldur's gate is not a very good game, nostalgia might not be the best word to use. It seems to me that people who were exposed to it when it first came out are more likely to overlook its grievous faults than people who started playing it later.

If you think people can't see what influences their opinions of games, how do you know that you are not blind to some influence that causes you to not like the game?
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fursav: While I also agree that Baldur's gate is not a very good game, nostalgia might not be the best word to use. It seems to me that people who were exposed to it when it first came out are more likely to overlook its grievous faults than people who started playing it later.
I think it's exactly opposite. When the game came out, people were noticing the obvious flaws, like animation (why they are standing still instead of having some combat stance?), etc etc than people who starded to play it later (thinking "it's an old game, it doesnt change the fact it's great! it wouldn't be so famous if it wasn't!") And like it's a bad thing to say it in company, that Baldur's Gate isn't the greatest RPG series of all time ;P
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fursav: If you think people can't see what influences their opinions of games, how do you know that you are not blind to some influence that causes you to not like the game?
Because he's above us all.
Post edited July 30, 2012 by keeveek
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FlintlockJazz: Dark Fantasy should be about hard choices, what do you sacrifice in order to save what you believe in, etc. When you have no choice in the matter, then it ceases to matter and that's the problem: whatever you do the same things will always play out in a Bioware game, and that's why I have ceased to look for C&C in a Bioware game.
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SimonG: I think that works pretty well in DA. Up until Act 3 that is. They should have put that game on hold or made a proper ending DLC. But I still liked it, the whole "in the middle of things you can't control". And I personally don't think you need "White Knights" to cheer for in a dark fantasy. Everybody has his pros and cons, just stick with what you think is the best.

And I think DA:O was dead on about hard choices. Especially Orzammer was pretty much the choice Fallout 1 makers originally wanted with Junktown. And the option of the Kingsmeet, were you had to let one of your companions go. None of the DA games really had "the best" endings. For everything you gained, you needed to give up something else.
I don't think you have understood what I meant with the 'white knights' thing. I say they need white knights only when they have black knights, to prevent factions from turning into moustachio twirlers, but really that's to try and compensate having black knights to begin with since you shouldn't be having blatantly evil characters anyway unless you're talking about cthulhu or alien horrors. Really, you shouldn't have either, in dark fantasy people should be people, with both flaws and virtues to make you understand them even as you don't agree with them. In short: no one cares when it's just twats v twats, and unfortunately that's how many of Bioware's characters and settings come off nowadays to me. Their characters have become whiny and self important, and I actually think that the main reason I don't play their games now is because I just can't stand their characters, as they have become the type of people I try to avoid in real life let alone not want to adventure with. And this is coming from a guy who likes gritty characters in his game.

Orzammer was not about hard choices, it was about the lack of information to make the choice and the only difference being a text blurb at the end. Once you know what actually happens it's easy to 'win' that. Kingsmeet, no you didn't have to let one of your companions go, on the contrary you can 'win' and get one crowned king and the other recruited into the Grey Wardens, which makes it the 'best' ending and the others you failing to pick the right choices. Another case is when you have to choose between killing the Arl's son or sacrificing the mother to free him...except that you don't have to do either, as Bioware chickens out of forcing you to choose by presenting you with Option C to go get the mages and save both of them, making the first two choices as the 'bad' choices. Not that they had done much to make people angst over the choice by making the mother as unlikeable as possible and blatantly to blame (which, since it's a game, many people would take as carte blanche to kill her off without a second thought).

In short, in my opinion Bioware doesn't have the guts to actually make the player think and when they do they fuck it up. There's the occasional glimmer of a good idea but somewhere along the line it gets fucked up.

EDIT: Oh, and just to clarify one thing: when I say that making a choice should require sacrifice, I don't mean contrived sacrifice either and you should still gain something from it as well. The Virmire choice in ME is to me one of the biggest pile of wank I have ever seen to be honest, the whole situation is contrived to make you have a choice in the most pathetic way possible. It actually has consequence, but the whole situation is just bollocks.
Post edited July 30, 2012 by FlintlockJazz
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FlintlockJazz: I don't think you have understood what I meant with the 'white knights' thing. I say they need white knights only when they have black knights, to prevent factions from turning into moustachio twirlers, but really that's to try and compensate having black knights to begin with since you shouldn't be having blatantly evil characters anyway unless you're talking about cthulhu or alien horrors. Really, you shouldn't have either, in dark fantasy people should be people, with both flaws and virtues to make you understand them even as you don't agree with them. In short: no one cares when it's just twats v twats, and unfortunately that's how many of Bioware's characters and settings come off nowadays to me. Their characters have become whiny and self important, and I actually think that the main reason I don't play their games now is because I just can't stand their characters, as they have become the type of people I try to avoid in real life let alone not want to adventure with. And this is coming from a guy who likes gritty characters in his game.
I disagree with the characters being twats (well except that Sebastian idiot, I never liked him). Most of the major characters have enough explanation to show why they are acting. Nobody is really acting because they are dicks, each party has their reason which are understandable. The Templars want to "secure" the mage because they know how dangerous they can be (amply shown in the game) and the mages want to live a life without a gulag and the fear of being killed of when they start itching. Also not that unreasonable. The whole game basically features this conflict without showing who is the "better" side.

But I guess that is a case of YMMV.

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FlintlockJazz: Orzammer was not about hard choices, it was about the lack of information to make the choice and the only difference being a text blurb at the end. Once you know what actually happens it's easy to 'win' that. Kingsmeet, no you didn't have to let one of your companions go, on the contrary you can 'win' and get one crowned king and the other recruited into the Grey Wardens, which makes it the 'best' ending and the others you failing to pick the right choices. Another case is when you have to choose between killing the Arl's son or sacrificing the mother to free him...except that you don't have to do either, as Bioware chickens out of forcing you to choose by presenting you with Option C to go get the mages and save both of them, making the first two choices as the 'bad' choices. Not that they had done much to make people angst over the choice by making the mother as unlikeable as possible and blatantly to blame (which, since it's a game, many people would take as carte blanche to kill her off without a second thought).
What I meant about Orzammer is that the obvious good choice is actually are pretty bad one (talking about who should be king). And generally at the end of each major quest you can choose the better fighters or the "morally better choice". I agree that the game should have made that a little bit harder, eg. by saying that recruiting the tougher fighters would cause less general casualties.

And the Kingsmeet option you describe is only available if you "harden" the one character. As in "crushing his spirit and making him a ruthless tactician and politician". Something I would generally describe as a bad thing. And you can only do that with a "guide dang it" situation. A player who plays always the nicest option will have to choose A or B (as I did when I first played the game). The "hardening option" isn't really obvious.

I agree on the brat and his mother, Bioware chickened out of there.

And the "text blurb in the end" is all I need in my games. One of the best games I have ever played (A Mind Forever Voyaging) is nothing but text blurbs. Those are for me as important to a game as any full fledged cutscene.

It was somewhat disheartening to see that only a few changes were actually implemented in DA2, but that is understandable considering how you would need to make basically 3 games to incorporate all the changes (as compared to a game without choices).
Bioware doesn't know how to do choices and consequences in DA:O at least. The choices have no meaning if there are no consequences. Oh mother died, you get to feel bad about it but that's it. All of the main quest choices boil down to who you want to fight with you. It stops being "Should I let her continue to imprison dwarfs in machines" and becomes "Do I want golems or do I want dwarfs?", "Do I want werewolves or do I want elves?".
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fursav: Bioware doesn't know how to do choices and consequences in DA:O at least. The choices have no meaning if there are no consequences. Oh mother died, you get to feel bad about it but that's it. All of the main quest choices boil down to who you want to fight with you. It stops being "Should I let her continue to imprison dwarfs in machines" and becomes "Do I want golems or do I want dwarfs?", "Do I want werewolves or do I want elves?".
So what consequences do you want? What games do it better? Alpha Protocol, but that game is the King and Queen of this. And of course the Mass Effect series, who did it brilliantly with a combination of actual in game content and fluff text. Apart from that the differences always boil down to either

a) Fluff text/ending slides (which I really like)

b) quest reward items/money/abilities (boring)

c) companions (interesting)

There are very, very few games were the actual game progress sees any meaningful change apart from the usual "crossroad choices".
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SimonG: So what consequences do you want? What games do it better? Alpha Protocol, but that game is the King and Queen of this. And of course the Mass Effect series, who did it brilliantly with a combination of actual in game content and fluff text. Apart from that the differences always boil down to either
Well the Witcher series for one.