Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - player1

Pages: 1 ... 8 9 [10] 11 12 ... 22
136
General / Re: Al Fabet
« on: February 17, 2016, 11:12:23 am »
My own guide to combat encumbrance:

1) Stashes. Have at least one near every location that has merchants.

2) Recycle. There are many low cost items that are worth more if recycled and turned into repair kits. And even some merchants buy those.

3) Crafting and recycle. Sometimes it is more profitable to create leather armor from skins and then recycle those armors

4) Wiki documentation. I have documented what each merchant is buying (that I have encountered) and how much cash they have in official wiki, to make it easier to plan "trade routes".

5) Save scumming. If you haven't recently visited the merchant, the act of initiating bartering will generate what they want to buy. This can be abused with save/load, but personally, I used it mostly to complete wiki documentation on merchants to gather what they may want to buy.

6) Pack Rathound. Nuff said...

7) When going to combat area or wildness exploring, equip just needed combat gear. Do not carry crafting equipment, ammo for weapons you do not use, or extra suits of armor that do not give protection needed for the area. Players that played game at least once have advantage here, since they may know what to expect. Also you never need to carry more then couple of grenades of each type. Keep extras in stashes. Same for mines.

8 ) When traveling to different town for the first time, carry also your "traveling pack". This includes most important crating gear you may use in new area, any excess ammo and specialized armors with different resistances and such.

Also, this is great opportunity to carry the "loot bag" to pawn to new merchants. Here focus on medium value gear that is light. Stuff that costs 10,000 is just too difficult to sell, while low value or heavy stuff is not worth carrying around. Use wiki to get info on merchants and what they want to buy. For example, never carry boots to Camp Hathor or Railroad crossing, since there is no merchant there that would buy those.

9) It is OK to go to new town with light encumbrance, if there is train or boat route to the place. You will create stash there anyway.

137
General / Re: Psi Reinvigorator?
« on: February 16, 2016, 03:56:40 pm »
I'm kinda glad that I am not focusing on Biology, exempt for minimum needed for some vests, due to annoying fish grinding needed for advanced meds.

138
General / Re: Psi Reinvigorator?
« on: February 16, 2016, 01:09:41 pm »
I've just found blueprints with Blaine.

Still, I do not have skill to actually craft it and try it out.

139
General / Psi Reinvigorator?
« on: February 16, 2016, 08:14:32 am »
Is this item actually in the game?

http://www.underrail.com/wiki/index.php?title=Blueprint:_Psi_Reinvigorator
http://www.underrail.com/wiki/index.php?title=Psi_Reinvigorator

Quote
Psi Reinvigorator is a medicine that removes any type of psionic inhibition.

And what exactly it does?
Is "psionic inhibition" some debilitating effect, or it means that it gives psi ability, if you opted out of psi pill at the start of the game?

140
Interesting...

My current build for 2nd playthrough is PSI/ASSAULT hybrid, which does not use though control (has 2 other psi skills), but is good in assault rifles.

I guess I'm lucky to have diverse build. It would really suck if I focused on non-though control PSI only.  :P

141
Have you tried solving mutagen puzzle before battle?

Also, have you tried destroying mutagen tanks during battle?

142
Bugs / Re: Praetorian Find Acid hunters quest not triggering 1.0.0.10
« on: February 13, 2016, 07:49:18 am »
So did you get information about Cornell from him during first dialogue, and got the quest to go to Core City?

143
Bugs / Re: DC Lighting Bug
« on: February 12, 2016, 09:16:30 pm »
I noticed that too for warehouse and residental area.

144
General / Re: Ghostface / southern fishing tour (possible spoilers)
« on: February 12, 2016, 05:50:22 pm »
I think this whole quest is a joke about pointless sidequests.

145
General / Re: Can I find these components in Deep Caverns?
« on: February 12, 2016, 08:19:37 am »
- bio-hazard vest
- borers / gizzard enzymes
- cloaking device
- batteries

1) Maybe?
2) Do not know. there are some creatures that look like borers, but I do not know if they count
3) Crafting only
4) A ton

146
Bugs / Re: Praetorian Find Acid hunters quest not triggering 1.0.0.10
« on: February 12, 2016, 08:15:58 am »
And bug is?

147
General / Re: Quick questionsa about crafter build
« on: February 11, 2016, 06:00:55 pm »
INT6 is fine. If you want one of those INT7 feats you can always add stat point later at level up.

148
General / Re: Quick questionsa about crafter build
« on: February 10, 2016, 07:30:51 pm »
One thing to take into account when planning to craft firearms, is that barrels have fixed mechanical stat requirements.

5mm requires 10 skill, 9mm 25 skill, 7.62mm and 12.7mm 35 skill and 0.44 45 skill in mechanic.

Since you can not make firearm without barrel, plan accordingly.

Anyway, I wold definitely put points on 1st level to crafting skills you want to focus, since later you will not have enough skills points to raise them quickly. But later, I would not raise them every level, only when I think that there is something worthy to get crafted.

149
General / Re: Where is Tithonus Lab?
« on: February 10, 2016, 07:11:18 am »
Its entry is on the same map as that small lab for analyzing mutagens.

150
General / Re: Unitary lore and story discussion thread (obvious spoilers)
« on: February 09, 2016, 06:27:38 pm »
And eposkop is one of the higher ranks in the Orthodox church.


If i remember correctly episkops chose patrirarch, so it is on the same level as catholic bishops.

Pages: 1 ... 8 9 [10] 11 12 ... 22