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Author Topic: Natuk and Pirates of the Western Sea (now with screenshots and download link)  (Read 11017 times)

SkeleTony69

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I lost the password to my real account here(I had used a different, Earthlink" address to register and now have a new email so...).

Some notes about the OP above:

I may be wrong here as I have not played in some time but IIRC pricing of items is not, to my knowledge affected by WHERE you bought the items or sell them(you can buy 20 plate mails in Explinde and still sell them in teh same city for a profit if you wait a bit). The pricing is, like most 'trading' games determined by supply and demand. One week Explind may have a TON of plate mails really cheap and next month they may have NONE and be paying more.

Also the "haggling" skill is broken in that not only does it determine how much you buy and sell items for(primarily) but if you get the skill high enough(over 150+ at least IIRC) you can buy items in a town then turn around and sell them in the same store for a profit! This is an exploit of course.
Some other bugs in the game are if you recruit that little green alien guy(the one who the green icon with the antennae was created for) he has a power called "Mind Blast" which is supposed to work by selecting it from a right click menu but it does not. It does nothing if you select it.
There are also rare times when your ship will, fro some reason teleport to the other side of the world.

Also, when you use the "beat" option with your second weapon in the 'attack menu' it does not drain willpower but instead drains STRENGTH. Strength is important because it(illogically) constitutes both Physical mass AND stamina(so if you are beat down to a few points of Str you will be unable to act).
And another weird thing about these mechanics is that spell casting drains STRENGTH which may sound sensible(if you don't think much about it) at first(as GURPS' designers thought in the early development of GURPS) but what this leads to are mages with much higher STR scores than the warriors and who therefore wear just as much heavy armor and do more damage in melee than the warriors. I call it the "Buff mages syndrome". GURPS changed this after 3rd edition was released(so that "Fatigue" was based on HT and not ST and HP were based on ST and not HT) and for good reason and this change made GURPS a much more balanced and better working system. it would be the first thing I changed if the source code were released.

As Duuvian indicated above, these games are MUCH more fun if you take the time to employ good tactics. I rarely play at less than 500%/750% difficulty myself but lowering the difficulty to 50% just to learn the ropes is a good option at the beginning(you can change it later once you feel comfortable).

I have a bunch of half-finished custom icons on my hard drive that I keep getting sidetracked away from but will hopefully soon finish some up to replace some of the wonky ones used as defaults in the game. I really wish Tom would come out with one more patch for POWS that allowed access to the PCX files for monsters adn such because I would like to improve some of those old ones I did(in a rush) like 9 years ago(one or two of the elementals look like crap for example).
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Misterstone

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About NPCs: 
Spoiler (click to show/hide)

Also,
Spoiler (click to show/hide)
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SkeleTony69

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About NPCs: 
Spoiler (click to show/hide)

As I said in the post right above yours, teh little green alien's "mind blast" power does NOT work. It is a bug.

Quote
Also,
Spoiler (click to show/hide)

The Golem(hired in one of those western towns like Explinde where the mages rule) CAN be improvable but it is a bit difficult. The problem is that his intelligence is so low that he earns almost no experience. The best option for dealing with this is to jack up the difficulty to 750%(to increase XP gains) and dump ALL you can into increasing his Intelligence until he is gaining experience similarly to one of your 'normal' PCs(I would pump his INT until he has at least 45 myself).
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