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PostPosted: May 10th, 2013, 8:36 pm 
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I bought Skyrim. I tend to suffer the "make a mage first and then decide to try something simpler" syndrome (Only in Dragon Age: Origin I started and finished as a mage on my first go)
So I'm going for an archer/mage hybrid, now that I understand a bit better the whole leveling system and perks.

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PostPosted: May 11th, 2013, 12:22 pm 
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Very cool on the Skyrim get! I have the bases game, but I need to delve into it. I suck at making builds for these types of games, but I'm decent in other types of RPGs.:P

I've been addicted to- no lie- the Kairosoft simulation games on Android. These are just as much fun as the Theme Hospital and Theme Park style games to me. I'd vouch for the Tycoon games, but I don't have enough experience with those. Basically, Kairosoft is a Japanese game company that produced a ton of games for older Japanese cell phones. They started porting these overseas on iOS/Android, and they are super fun! My first Kairosoft game was Game Dev Story, which I feel is one of their strongest titles. Currently, I am working on Pocket Academy. For here, I'd recommend Game Dev Story and Dungeon Village. Good stuff. Plus, they have demos on the marketplaces so you can actually try before buying.

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PostPosted: May 11th, 2013, 6:00 pm 
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Fayorei wrote:
Very cool on the Skyrim get! I have the bases game, but I need to delve into it. I suck at making builds for these types of games, but I'm decent in other types of RPGs.:P


My experience in making builds come from games with much more limitations. Skyrim overwhelmed me! When I make another character I tought I ruined the first one (despite being only lvl 5 lol) but it turns out the build I plan on making now was still doable.
Anyway, I must admit one thing that bothers me is that I can't make my character look... Well, handsome. Males look so old and dirty and elves are far from fair :(
But I managed to make a decent(ish) looking one. I just hope I can find a decentish looking one to marry too!

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PostPosted: May 12th, 2013, 1:20 pm 
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I've been playing Donkey Kong '94 and it is just so good. I love how new platforms and hazards are introduced using mini-cutscenes between chunks of levels. Really unique. And the way the game starts out as the original Donkey Kong arcade game is great. Donkey Kong JR is in the game as well as a sub-villain who clucks with you every now and then, and laugh while doing it.

Psychonauts has picked up steam again, but I realized that when you're not traversing through the depths of someone's mind, the game gets uninteresting. Also, the pacing of the game gets downright crazy. After I saved Dogan, something happened, it's weird. Hard to explain.

Still kicking prologue ass on Fire Emblem. Lyn is my waifu and Kent is my homie.

Burnt out on Dark Cloud, there's so much here for a game released in 2001. But it's fun. Surprised I haven't gotten sick of the nearly 20 floor dungeons. Yeesh, but it's great cardio for Toan. Speaking of Dark Cloud...

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PostPosted: May 17th, 2013, 11:33 am 
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Finally beat chapter 19 in Fire Emblem. It took a lot of grinding, a lot of marrying off characters, and a lot of shopping around before I even stood a chance. And I don't even know how strong the boss was of that map since my assassin's lethality kicked in after dodging his first attack. So yay for that. I'm at Ix's this week, so during our down times I just grinded forever. This game better be worth this work.

Also, I've been playing Candy Box hard mode just to see what's up. The only two differences I've noticed is that you can not eat candy to increase your HP. It seems as though you are stuck at 100 the whole time. Also, you have a level cap on your sword. I have a level 5 fire sword and the chick at the hut says she can't upgrade it anymore. I made it to the dragon in the castle keep, but I forgot to make seed potions, so I died fairly quick.

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PostPosted: May 17th, 2013, 5:29 pm 
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Faendal used to be an adventurer until he was shot in the back. By me.
I have been side tracked in Skyrim doing side quests. I love how the slow motion cinematic killing blows don't discriminate between ally and foe. It reminds me I should save often before I kill more allies (and reset to redo the quest)

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PostPosted: May 17th, 2013, 10:00 pm 
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I bought and played Evoland. It's pretty great and breaks down the functions of RPGs from years ago. You collect the gameplay, so to speak, in chests around the map. It was pretty funny opening a chest an obtaining the game's SFX.

Also, the WiiU got its best VC update yesterday with the release of Super Ghouls n Ghosts, Mario bro 2, and clucking SUPER METROID.


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PostPosted: May 22nd, 2013, 10:48 pm 
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Ok, so I don't like FPS because my aim is TERRIBLE
But then I make an archer in Skyrim. I still don't know what I was thinking of. But I'm having fun. Memorable moments so far:

- Killing my first follower with an arrow. (it turns out that while shots in the knee end adventures, shots in the back end lives)
- Watching my horse kill a horde of bandits and run up ramps to kill them.
- Watching my horse being mauled by a tiger (I'm sure it didn't die by the arrow on its ass, which was probably mine)
- Watching my second horse being mauled by 2 tigers
- Pretending to kill 2 dragons while I'm actually just trying to aim at it while NPCs do the hard work
- Mistaking a farmer with a bandit and shooting him in the back. (That one didn't die.)
- Shooting my dog follower in between the eyes thinking it as a wolf (HEY! IT WAS NIGHT AND THERE WERE WOLVES AROUND!)

So yeah, looking forward to see who'll be my next victim. I'm putting my money on my spouse!

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PostPosted: June 1st, 2013, 5:16 pm 
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I'm at the final dungeon in Dark Cloud.

I also have the Atlamillia Sword.

Dark Genie, I'm coming for your ass.


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PostPosted: June 13th, 2013, 10:39 pm 
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I ordered Valkyria Chronicles and Sakura Wars: So Long, My Love, and I will have them on Saturday. Looking forward to playing both. Sakura Wars will be interesting, but Project X Zone got me interested with the introduction of Sakura in the demo. I figured I'd give it a shot.

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PostPosted: June 14th, 2013, 12:01 pm 
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ShadowFox1001 wrote:
I ordered Valkyria Chronicles and Sakura Wars: So Long, My Love, and I will have them on Saturday. Looking forward to playing both. Sakura Wars will be interesting, but Project X Zone got me interested with the introduction of Sakura in the demo. I figured I'd give it a shot.


I remember playing the demo of Valkyria Chronicles, it was fun. There's a lot of hilarity to be had by killing your own teammates; with grenades.

I just finished the prologue to Fire Emblem. I also plan on getting back into Monster Hunter, good stuff dat be.


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PostPosted: June 14th, 2013, 12:04 pm 
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Valkyria Chronicles is a fantastic game. I was actually thinking about writing up about modern RPGs that everyone overlooks. This would be one of them.

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PostPosted: June 17th, 2013, 3:11 pm 
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I'm up to chapter 7, but man can these battles take forever. It would be nice if I could shoot as much as the enemy. I try to be careful and get a large contingent of people in one place so they can protect each other and advance together to take out groups at a time. However, this slows down the pace of combat. I wish shocktroopers could move farther than lancers, and scouts couldn't potentially go two and a half turns ahead of all other units. Not saying I dislike the game. I like it. Unless you take risks, the pace of combat is slower than I'd like, though.

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PostPosted: June 21st, 2013, 10:26 pm 
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Dude. What the f*ck is up with battle #7 when Selvaria shows up? That b*tch is too powerful and I can't sneak around to get to Max's tank radiators without getting completely owned. This is a bullsh*t mechanic that is fine if they tone it down, but I can't run across half the f*cking field without her destroying me. Is there some turn limit and I have to destroy the tank before she gets there or is this just a piece of sh*t battle where they just don't even let me know this chick can kill me from 500 miles away? I'm very close to quitting this game because stupid shot like that.

Edit: I'm also pissed that I am more than likely gonna have to return Sakura Wars because it won't play on my PS2 or the PS2 emulator. I don't want $30 to just sit on the shelf.

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PostPosted: June 21st, 2013, 10:36 pm 
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-----
C07 ~ Chapter 7-4a: Desert Duel with Maximillian
-----
...This battle's guide is very, very long. You have been warned.

Turns for Max Bonus: 9

WARNING: Many players consider this mission to be of extremely high difficulty.
Fatalities are quite possible here regardless of your efforts to avoid them.
Regardless of your confidence in your combat skills this mission is like
nothing you've seen yet. Be prepared for several re-attempts and up to an hour
for the battle itself if you think things through and play very strategically.
For this mission specifically I have detailed things more on a turn-by-turn
basis just to give you a general idea of what your progress should be.

IMPORTANT: Hopefully you've been going to the War Cemetery and have the Order
"Retreat" by now. It can save a lot of lives here. Just remember that you can
only use it once per turn. It's a great way to evacuate a unit that is under
heavy fire that you simply had to kill the turn of mid-action.


Setup notes:
--For reasons you'll see in a minute, Snipers can be very useful in the west
section of the south camp.
--The south side of the south deployment area is a trench with good natural.
Time to let your Lancers shine!
--The north starting positions are safe for turn 1, although it becomes very
difficult to withdraw those units after this.
--Not deploying 1 or 2 units (leaving the spaces blank) will free up CP for
your other members the first few turns, allowing you to more quickly redeploy
at your other camps.
--This is one of a few missions where it's not necessary to deploy an Engineer
to escort the Edelweiss if you can remember to keep moving it forward.
--Whatever you do to set up, make sure all your Leaders are in. You can
retreat them and immediately re-deploy elsewhere so you can still utilize
their CP, but you'll need every last point.
--If you start and realize after turn 1 that you do not like your deployment,
just start over. It's not worth fighting out a battle you're struggling with
from the start. If your turn 1 does not go well you're at an extreme
disadvantage.


Potential Strategy--

There is no way I can understate the importance of your turn 1. Every one of
those 10 CP has to be used perfectly. You have 2 things that must be done,
regardless of your other progress: Kill as many enemy footsoldiers as possible,
and retreat units in your north camp. The first can very much set the tone.
There are 4 troops up on the ledge... you need to make it a goal to have at
least 2 dead on the first turn. The Scout should be your first target. If you
fail to down 2, your attention needs to move to your base camp. The enemy
Scout can reach your base camp at the end of turn 2 so you'll have to deploy
something there ASAP during turn 1 or it won't be there in time. Even with 2-3
killed you will still need to defend your base camp and deploy there by the
end of turn 2, which is one reason I suggested you leave one of your starting
deployment spots empty. Better still, if you left 2 slots open you can deploy
a scout at the middle camp, which will help you in a few turns. Lastly, you
should save 2 CP to start moving the Edelweiss. It's vital that it stay on the
west wall of the map and ahead of the Batomys.

Regarding your north camp, if it's not cleared at the end of turn 1, any unit
you start an action on in turn 2 inside it will come under constant cannon
fire. This forces you to retreat the unit immediately, effectively wasting a
CP. The unit is 100% a fatality if it is inside the base at the end of turn 2.
Once the enemy behemoth gets moving, it gives you a great opportunity on turn
2 to fire away at some of its cannons. Feel free to blow your ammo on any
Lancers you have deployed and make it a goal to destroy at least one turret.
The two on both sides will all need to be taken out eventually, an in tandem
with an Engineer you may have placed there it could be worth using every CP on
turn 2 to fire, reload, and fire to destroy the 2 left side cannons. This is
one reason turn 1 is so important-- if you've been smart with CP then you have
a bit of a free turn for your other units. Refill your roster at your base
camp, including AT LEAST 1 SCOUT. Very important!

Ok, 2 turns in. Time to take a deep breath and start the second major part of
the mission.

After you come up with the ruin wall plan, the one closest to the boss will
need to be hit on turn 3 or it will have no effect, however you MUST move the
Edelweiss past it first. There are 4 total, meaning 4 extra chances for
victory you've bought yourself in the end. A rocket or an Edelweiss shell will
knock one down. They have preset places to fall, so don't worry about attack
angle. Above all, keep the Edelweiss moving or you won't be able to destroy
the walls along the Batomy's path.
As the boss turns to the south, you'll see that this gives the Edelweiss a
chance to try to knock out the turrets on the right side. Your Lancers on its
left, you now have a pincer for clearing the guns off the massive heap of
metal. Though this should be the focus of your CP, be sure to clear out any
remaining enemy footsoldiers around your base camp you didn't get on turn 1.
That done, you can start to re-sort your units for a defensive posture at your
base camp--You'll want probably 2 scouts. In all of this mess, .

At the end of turn 3, Isara manages to come up with a very suicidal-sounding
plan for you. Believe it or not, this is what you'll have to do. More on this
a bit later on. In case you were unable to the last turn, you absolutely need
to have a scout deployed at your base camp or it will be lost.

As the Batomys continues your advantageous pincer will quickly fall apart. The
Edelweiss will essentially be retreating counter-clockwise around the map
toward your base camp, destroying walls behind it. Your Lancers you originally
put in the trench at start can now safely be moved around the back after they
take care of the two guns on their side. It's very unlikely the Edelweiss will
have been able to clear the two on this side on turns 2 and 3, so use the
Lancers on these now. Despite what the briefing told you, you can destroy the
turret on the back... though it's up to you whether you'd rather run it out
and save a rocket. "Trench A1" is safe on turn 3 if you use 2 CP on a Lancer
to move around out of gun range. Note: If you deployed a lancer in this trench
to start the mission, they're now in perfect position.

Ok, we're 4 turns in, having isolated the damaged the Batomys a little and
solidified your hold on your base camp. So far so good.

If you've played things well and moved your Lancers intelligently, hopefully
you have at least the left side guns cleared on turn 4. It's worth noting that
the right side becomes pretty much impossible to strike after turn 5 until its
final turn to the left. Just in case you've left anyone behind, anyone left in
your intermediate camp is a 100% fatality after turn 6. No matter the timing
on things, it is your goal to have the 4 side cannons and rear turret on the
Batomys destroyed by the end of turn 6. If you need a little more offense on 6
to get it done, the "Retreat" Order can save a unit that would otherwise be
running toward certain death next to the Batomys while firing one more rocket.

After 5 turns you now have a plan for victory, and all units have (hopefully)
either been retreated or are moving around the map to return to your base camp.
Main cannon is fired! Now things get downright ludicrous.
Remember that Scout I was so insistent on you deploying at your base camp on
turn 2 or 3? Now they have the ridiculous-sounding task of running straight up
to the Batomys, climbing a ladder, and destroying a radiator. This is done via
throwing a grenade straight down into the hole at the top. Aim carefully! My
advice would be to clear the rear-most radiator on this run. It is only
possible to destroy one per main cannon firing--the others will go back into
the body of the tank if one is destroyed. You should have spare CP on this
turn to get the Edelweiss to your base camp as well as knock down the other 3
wall segments.

Naturally, now that things have turned in your favor, there's bad news of
reinforcements coming. Make sure you've set up a defense at your base camp,
though you'll likely want at least 3 Scouts and 2 Lancers in your party for
reasons unfolding. Simply put, the extra scout is a backup in case your first
runner missed with his or her grenade on a radiator. Time is your enemy
starting now so you need to be entirely prepared to complete your characters'
plan as soon as possible.

You can now see that knocking down the ruin walls was not to buy you time so
much as it was to force the main cannon to fire. Your goal for turns 7 should
be to get a scout hidden in the southwest corner or the map. There is a brick
wall corner at the west end of "Trench B3" which provides 100% cover from the
Batomys. Another scout should be waiting in "Trench A4"--likely the one that
took out the rear radiator.

Note: If you miss the first opportunity to destroy a radiator, you can push
back the timetable on everything else by 2 turns. The Batomys will move right
up to your face in your base camp, but you can still pull it off.

The Batomys fires again at the end of turn 7. Time for Scouts to jump into
action! I'd suggest you take out the left-side radiator this time (the side
facing north now), as you'll want to have all units cleared of that half of
the map in a bit. Run forward out of A4, up the ladder and toss your grenade.
If you miss RUN BACK FIRST, then use that 3rd Scout I suggest you have active
to run from base camp to here and take care of it. Selvaria will appear when
the second radiator is destroyed, as warned ahead of time. Use "Retreat" on
this scout, or they'll almost certainly be killed by either the tank or
Selvaria once they're left in the open. This is also why you ran the scout
that missed back toward camp before the radiator was destroyed, otherwise they
would not have made it either. With her appearance, now's the time to make
sure you have a nice huddled defense at your base camp. Hopefully the only
unit not there is the Scout waiting in the southeast corner.

Lucky for you, Selvaria is more concerned with Maximillian's safety than
attacking you directly, and will run due west. Any units left anywhere on the
north or west sides of the map are now essentially 100% fatalities. You now
have the misfortune of sitting around for 2 turns with little to do but look
in horror at the mess of foes circling around to attack you. You can move
around counterclockwise and attack the rear of Selvaria's vanguard, but this
can be risky since you certainly don't want to get her attention. Lobbing a
few mortars into the A4 area is pretty safe and can score you a bonus Ace kill.
Selvaria might look intimidating, but so long as you've kept to the south side
of the map clear as I've suggested, she shouldn't be able to harm anyone.

Get the Edelweiss and your phalanx of Lancers into position looking straight
ahead at the Batomys. Conserve as many CP as possible on these turns so you
have some spares ready. Almost time for the final phase! Besides the 1 or 2
scouts out for demolition and an engineer for the Edelweiss and reloading,
feel free to entirely fill your deployed troops with Lancers if you have them
available. The Batomys fires at the end of turn 9 and 11.

Now put that scout that's been hiding to use and destroy the last radiator.
Because of where you've been hiding, you're not at risk from the front turret,
and you have the tank as a large block between you and Selvaria's massive pain.
That done, Retreat or run the Scout back and get on demolition duty. With 18-
20 CP (hopefully!) available, 2-5 Lancers with full ammunition and an Engineer
to reload them, and an Edelweiss itching for action... The Batomys will fall
to you easily on this turn, not allowing Selvaria to interfere. Operation
Complete!



The absolute minimum number of turns to complete this mission is 9. This
assumes you can take out one radiator every time the main cannon is fired from
the start. This is virtually impossible your first time playing through with
units of a normal level, so I wouldn't advise even trying it unless you're
entirely on top of things.

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PostPosted: June 21st, 2013, 10:53 pm 
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I'm sorry, but they should never make it that precise and that difficult this early on in the game. I can understand it later in like chapter 13 or so, but 7??? That's ridiculous. They should allow me to lose then. One wrong move and I'm essentially dead? f*ck you.

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PostPosted: June 21st, 2013, 11:00 pm 
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Nothing in this game EVER gets as difficult as Awakening was. If you can manage that, this is no problem.

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PostPosted: June 22nd, 2013, 2:31 am 
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Disconnected my Xbox 360. Hooked my PS3 back up. Just feels... right, man. I'm planning on finishing Ni No Kuni first, and then going through my PS3 backlog.

3DS-wise, I've almost beaten all of Mario Kart 7 (two more mirror mode cups)... and then I'll finish Harmoknight... then Fire Emblem: Awakening. Alongside that... Animal Crossing: New Leaf! Thanks for the Kanye West shades Isabelle. Dohohohooo

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PostPosted: June 22nd, 2013, 7:58 am 
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Playing Dragon Warrior IV on the NES. Whether you like Dragon Quest or not, this is the best RPG on the NES. Of course, back then, Dragon Quest could get away with being Dragon Quest.

Anyway, I'm in the third chapter right now. Found an item that makes it so I don't lose money if I die in battle. The dungeon that hid it was really interesting, as it had puzzles inside it. Which is really weird, 'cause all the other dungeons in the game so far were just your traditional dungeon crawl. Far as I can tell, this dungeon was optional. Now I'm going to rescue a guy who was tricked into marrying a fox, so that he can fix a broken bridge.

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PostPosted: June 22nd, 2013, 4:15 pm 
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Finally got past Chapter 7 in VC, which took over 2 hours. I still think it is damn stupid that you have to be damn near precise the whole time. Now I'm in chapter 8 and it's bringing along it's nice own bullsh*t. I have game overed 3 times now, once due to mortars and twice because of mines. The last one was stupid because Welkin stepped on it and just stopped moving as he got shot and exploded to death. This game is starting to be more frustrating than fun, and I'm already pissed that Sakura Wars won't work for me on PS2 or the emulator.

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