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Messages - fourinone

#1
TSoG Bugs / Re: Telepath RPG: Servants of God buglist
February 29, 2012, 11:39:42 PM
If you start a new game + with the green orb equipped, you will still have +4 speed bonus in the new game until you look at your orbs page, after which it goes back to normal. Also, the +1 speed you get from Arman remains in the new game +, if it's not intentional.
#2
TSoG Bugs / Re: Telepath RPG: Servants of God buglist
February 28, 2012, 03:26:16 PM
The description for Vengeance when you learn it is cut off: "but your trainer insists this attack is worth the".
#3
TSoG Bugs / Re: Telepath RPG: Servants of God buglist
February 27, 2012, 12:02:21 AM
Quote from: Hueyk on February 26, 2012, 11:06:17 PM
I cannot seem to enter the mechanic base.  I had it and the Helenite base unlocked from the crypt.  Tried entering the mechanic base and nothing happened.  Entered the Helenite base, and she gave me a job to go to the mechanic base and get some plans.  Back to the map, tried clicking the mechanic base and still nothing...

You have an old version of the game. Download the newest version here.
The base that you're looking for is actually not the one on the map, but another one hidden in the Great Forest. Though, I suppose it could've been made more clear; I made that mistake as well.
#4
TSoG Wish List / Re: Crypt 4 Ideas
February 26, 2012, 11:58:51 PM
If you want, you may use the map that I have already created.
#5
TSoG Walkthroughs / Re: Abolitionist Compound - question
February 26, 2012, 12:34:47 PM
Aw, bummer, I already did the Ravinale recruitment mission before the Abolitionist Compound.  :(  I wonder how much of a difference it would have made.

Speaking of recruiting soldiers, does anyone know how many you need to have equal or more men than the Cult, and if this has any effect on the battles or ending? Is there a turn limit dependent on your number of soldiers?
#6
TSoG Walkthroughs / Abolitionist Compound - question
February 25, 2012, 10:50:24 PM
Can someone please tell me all possible outcomes for this mission? I chose to spare Elan and donate some gold to him, hoping that he may offer to join the Resistance in the future or something, but nothing seems to have happened. Did I miss anything, or is it supposed to end there? I also saw that you could press him for 1000 gold. Are there any other rewards besides that and killing him to obtain Sharif's troops? Or is there some negative consequence if you do kill him?
#7
TSoG / Re: What are Spirits made of
February 25, 2012, 10:39:31 PM
Quote from: SteelFist on February 25, 2012, 08:40:23 PM
Why? If a being is given shape by the mind, the mind would affect the being to the fullest extent. So no, as a placebo effect would be as effective as the real thing, to a spirit, in my opinion.

If you were actually struck in the face by an axe, there would be bleeding and infection and all that good stuff, in addition to the mental trauma. You could die from blood loss or damage to a vital organ. Tell me a placebo is just as effective.  :P

Quote from: SteelFist on February 25, 2012, 08:40:23 PM
Not at all; Duvalier may have more power, but he only channels it to an extent; he believes a certain amount of damage would occur, and his attack isn't nearly as focused as if he had done it consciously.
Yeah, sorry, I worded this kind of badly. You know, forget about my argument here; it doesn't matter.

Quote from: SteelFist on February 25, 2012, 08:40:23 PM
I quite like the idea that it's some kind of solid state shield, but that would mean that Psy Defence and Psy Power are the same for spirits - and they aren't, because psy power would dictate your ability to keep one going and moving.

Rajav's damage output with the spear is determined mainly by strength, not psy power. Even if it were, psy defence would merely create the spear, whereas psy power would handle the force of the stabs, and the telekinesis which guides its trajectory when thrown.

Quote from: SteelFist on February 25, 2012, 08:40:23 PM
In addition, that would result in a constant, severe drain on power, and would probably prevent them regenerating power. Which they do, between battles.

A solid state shield requires PsP to create, but not to maintain. Set can regenerate PsP normally even if a shield is up. If the shield were created around the spear and never taken down, it could be used indefinitely without any more PsP. Plus, Set's solid state shield is wider than and as tall as a human. Even if the spear required PsP to create each battle, it would be trivial compared to that needed for Set's shields.
#8
TSoG Bugs / Re: Telepath RPG: Servants of God buglist
February 25, 2012, 10:02:42 PM
Quote from: Hueyk on February 25, 2012, 09:36:38 PM
Occasionally during battle, I can not click done to end a characters turn.

I can move them around, and if I attack or use any other ability the turn ends just fine, but I cannot simply click done to end the turn.

It also does not let me choose any other characters when this happens. 

Usually I just attack an enemy to break out of it, but it just happened at a moment where there is no way for me to use an ability during this turn, which basically completely broke the battle.

Until the next patch, if you press the X key, you can click Done again. You can also avoid this by waiting a second before moving a character.
#9
TSoG Bugs / Re: Telepath RPG: Servants of God buglist
February 25, 2012, 08:19:15 PM
If you're holding down a direction key as shadowport or leap ends, you lose one point of movement.
#10
TSoG / Re: What are Spirits made of
February 25, 2012, 06:54:52 PM
Quote from: SmartyPants on February 25, 2012, 12:04:58 AM
I always imagined that spirits were like a highly dense liquid held together by the spirit's psy defence.  Physical attacks would not cause real damage to a spirit's liquid body, but it would disrupt the spirit's ability to hold itself together.

I like this theory, that a spirit is held together by a mind shield. As we know, a mind shield can be affected by both physical and psy attacks. And when the mind shield breaks, the spirit dissipates. Perhaps, though, the theory doesn't require that the spirit be composed of a dense liquid; it doesn't matter what it's made of (whether it's liquid, pure psy, or something else) as long as the mind shield surrounding it is tangible. As for the weapon, if we assume it's also ethereal, perhaps the mind shield around it is harder? Set is able to create a highly durable solid state shield, right?

Quote from: SteelFist on February 25, 2012, 04:26:01 PMThe spirit being affected by physical attacks could be because of latent psy talent; I suspect that most people within the telepath world have psy power, of varying degrees, which probably goes unnoticed. But, because the person intends to attack the spirit, and believe they can harm the spirit, they focus their latent psy power subconciously, and do attack the spirit with their mind, without realising it is a mental attack. Because it isn't a proper psy attack, it's not as effective as one, resulting in the 'physical resistance' possessed by spirits.

My problem with this explanation is that it assumes that the 50% reduction of physical damage is a uniform property of all potential attackers, whereas it being a property of the spirits themselves is far more likely. As you said, people in the telepath world have psy powers of varying degree. Surely Duvalier, a talented psy, would (subconsciously or not) deal a higher percentage of damage with a knife than Qudssi, a man with little to no psy abilities?


Allow me to suggests another theory. This theory assumes that the spirit is merely an intangible disembodied mind of a deceased human. Spirits are entities which cling to their former lives, so much of the habits and brain functions from their lives may remain. When a spirit is attacked by a physical weapon, its mind still thinks it's being harmed, so it may shut down or die from shock. Pulling a quote from the Matrix, "your mind makes it real". It's somewhat like a placebo. Of course, this is less effective than actually being wounded by a weapon, so only half damage is taken. Greater ghosts, which have been spirits for a long time, may have forgotten much of their humanity, no longer associating being struck with something harmful, thus making them immune. (This may also be why the heads of greater ghosts are skulls: they have forgotten their humanity and now perceive themselves as such.)
Also note that for this theory to work, their weapons would have to be real, and wielded with telekinesis.
#11
TSoG / What are Spirits made of
February 24, 2012, 09:51:15 PM
Quote from: Chocobo_Fan on February 24, 2012, 08:53:06 PM
It seems like ghosts can influence aspects of the physical world, though. Baz mentions poltergeists in the first mission briefing. It's possible that his spear can partially solidify or transfer into the material world to harm opponents. Though the telekinesis theory would also work.

I do admit I am quite curious as to how Rajav's strength training works. How would it be different from his psy power? How can a ghost get stronger muscles? I really don't know. D:

If I remember correctly, Baz is only aware of spirits because a psy-sensitive servant of his used to complain about them. Though, you may be right that spirits are at least somewhat tangible, seeing that they can be harmed with physical attacks and cannot fly through walls.

As for the strength training, I'm quite puzzled about it too, haha. But recall that Rahel can learn to counterattack after much strength training, the description saying that her reflexes have improved to a point where she can strike back quickly. It seems that the strength stat isn't all about raw power output. Perhaps Rajav isn't actually developing his muscles, but improving his technique.
#12
TSoG Bugs / Re: Telepath RPG: Servants of God buglist
February 24, 2012, 08:46:57 PM
Just discovered a major bug.

If you move a character as soon as his turn starts (a split second after the yellow ring appears, or already holding a direction when the turn starts), the Done button will do nothing. Clicking another character doesn't work either. Undo still works, and attacking ends the turn as usual, but the game is stuck if there are no targets in range. Fortunately, pressing X seems to fix this.

Also, confirming the above post, I had Luca go into negative PsP after using Transfer 2 with four other characters around her. She had 23 before using it, transferred 44 total, 11 to each character, and ended with -21.
#13
TSoG / What are Spirits made of
February 24, 2012, 07:13:55 PM
Quote from: Chocobo_Fan on February 24, 2012, 06:53:35 PM
(Though actually, in that particular case, there's a very easy explanation: his spear is clearly spectral as well, so it makes sense that he is capable of interacting with it as if it were a normal object.)

If that's the case, then how is it that he's able to hurt living enemies with it? The same goes for the axes of ghost knights. Despite what it looks like on the sprite, I think it would make more sense if the spear were real, and he were handling it with telekinesis. (Though....if that were true, shouldn't his melee attack's damage be dependent on Psy Power rather than strength? After all, Duvalier's telekinetic capabilities are determined by Psy Power.....gah. What do you think?)


Edit: to change topic title. Ert.
#14
TSoG / Re: Fury and Stimulate
February 23, 2012, 06:32:35 PM
I think you're looking at this the wrong way. The argument shouldn't be "why does stimulate work on shadowlings if their brains are potentially different?", but "stimulate does work on shadowlings; therefore, shadowlings likely have brains similar to human brains". This is backed up by the fact that Duvalier was able to easily communicate mentally with Malis despite never having met a shadowling before, whereas a scorpion's mind was "a tangled knot of impulses that are utterly alien" to him.
That, and applying real world logic to a fantasy setting is fundamentally pointless.  :P  (But it sure doesn't stop us, huh?)
#15
TSoG Bugs / Re: Telepath RPG: Servants of God buglist
February 21, 2012, 12:14:09 AM
Yeah, I have the same problem as above, and when I try to click on the Mechanic Base at the map, nothing happens. Is anyone else having this problem? Or is it because I need to proceed more in the main plot? (I am about to raid the armory, and I have all four crypts completed.)