++++++++ FREE GAMES, BROWSER GAMES, AND GAME MODS
read Raph Koster's A Theory of Fun for Game Design
Blood and Duke Nukem 3D mods
Deus Ex various gameplay enhancement mods
Deus Ex: The Nameless Mod
Diablo: The Dark
Diablo: The Hell
Diablo: Back to Hellfire
Doom 3: Evolution
Doom 3 Perfected
Dark Mod for Doom3
Thief 2X: Shadows of the Metal Age
Linear platformer puzzle games: Chronotron, Portal (the flash version), Shift...
House of Dead Ninjas
Iji and Hyper Princess Pitch and so on
Max Payne 2
Nehrim (Oblivion mod)
Spelunky and Tastes Like Spelunky
Ultima mod for Dungeon Siege
Vampire: The Masquerade - Bloodlines
++++++++ FALLOUT 2 TIPS
Use the restoration project by killap the bear dude, his website is http://www.killap.net/fallout2/web/Downloads.html
science at least 100% eventually
Cult of Personality, obtained at level 12 with charisma of 10, malfunctions due to bugs
Bonus HtH Attacks is a level 6 perk
best power armor gives adds 4 to strength
armor implants decrease charisma
easy means 20% bonus to non-combat skills, hard means 10% penalty
Do not tag unarmed since
a) the skill is pretty high in the beginning anyway
b) you can avoid fighting for quite a while
c) you can delay the quests that require your fistfighting
d) LoPan can teach you up to ~100%
final unarmed move is unlocked at 130%
Tag speech, doctor, repair. Science can wait since computers are rare at first.
The maximum experience you can possibly get is 300,000
The awareness perk requires 5 in perception.
Make beginning SPECIAL stats 5158001, where int & agility (0)are tens. UPDATE: more like 6175001 or even 6193001
Get 80 doctor so you can read about implants in vault city and talk to Troy.
80 in traps and a good repair skill is needed to be able to assassinate bishop.
Get 80-something science for New Reno
Get 100 speech, i guess as soon as possible, and stop there.
Become a slaver as soon as you can sell Sulik
Dig up all graves for negative karma
Made man of the Bishops -> acceptance at the Golden Globes
There'sa merchant wandering about to the north (up or up-left) of Modoc, who occasionally has the alien blaster on him
Apparently 150% might be the skill limit that makes any difference.
Molotov cocktails are good for killing dogs and wolves as well as destroying earlier doors.
Mentats is the only drug that can increase charisma.
Keep both the electronic lockpick and the expanded lockpick set.
Paramedic's bag adds 40% to doctor skill while doctor's bag adds only 20%.
Motion Sensor is an item that detects the movement of biological material over a distance of meters using a tuned radar device. If placed in an active item slot, the motion sensor can be used in conjunction with the Pip-Boy 2000 AutoMap feature. The motion sensor will display all living and moving beings on the map - represented as red dots - if the "Scanner" button under the AutoMap is clicked. In Fallout 2, carrying a motion sensor in your inventory gives you a 20% bonus to the Outdoorsman skill when traveling on the world map. In Fallout it may be sold by Killian Darkwater in Junktown, the Shopkeeper in the Cathedral or at the General Store in the Hub. In Fallout 2 one can be recieved as a reward for Vault City quest Enter NCR and return to Stark. It is also found in the Unusual Call Box Special encounter. Or from the Armorer in the Navarro Enclave Base, But you must kill him.
The masticator's ear can be bitten off if you have more than 110% skill in unarmed; otherwise he may bite your ear off.
Oneshould probablymax out intelligence at the beginning for the 2 skill points per level up, despite the fact that you can increase this stat by one. Update: really evil people cannot use a module to get their intelligence stat raised.
Activate sneak, kill somebody, then end turn, and then end combat, to avoid having the entire town attack you.
When faced with completely isolated individuals, bash their legs and either slice their eyes or attach a primed explosive. Alternatively, practice knife-throwing or practice rotisserie cuisine.
You can even sell husband or wife into slavery and then brag about it back where you got hitched.
In vault city, offer to take the suitcase for free and not for money.
inject serum that you get in NCR into the mutant you find facing away from you in the military base.
Go with a woman. Get the 'Heavy Handed' trait, and probably 'Chem Reliant', and ignore the 'good natured' trait. Good perks:
3 Awareness 6 Empathy 9 Explorer 12 Tag! 15 Bonus HtH Attacks 12 Living Anatomy 12 HtH Evade 24 Slayer
UPDATE on traits: Heavy Handed actually decreases critical hit table values, doing the opposite of the "better criticals" perk, thus instant death is not for such a build after all. Jinxed is a great defensive trait, especially if have high AC.
+++++++++++++++++ Planescape: Torment checks
ATTRIBUTE almost all checks below or equal to this value -> highest check ever
for playthrough 1 as a evil-chaotic thief, get STR 15, CON 11, DEX 15, CHA 16. for playthrough 2 as a good-lawful mage, max out wisdom and intelligence.
CON 12 -> 21 STR 16/17 -> 21 (17 if the nameless one is a warrior,16 otherwise) DEX 19 WIS 22 -> 24 CHA 18 -> 25 (not as important as WIS and INT) INT 19 -> 21
Hey everybody, what configurations do you think would most polarize two playthroughs of P:T ?
evil good maxNPCs less NPCs (is there anything to be gained from ditching NPCs?) physical stats mental stats (stupid hunk vs feeble brainiac) lawful chaotic is there any opposition among mental stats (e.g. perhaps wisdom vs. charisma ??? maybe if you're good, you never lie, and never need charisma? help!)
According to my personal worldview, people tend to cluster on a range from lawful-evil to chaotic-good, while good-lawful and evil-chaotic people tend to be ostracized or otherwise made powerless. However, this is a game and it might have very limited support for lawful-evil and chaotic-good characters. For example, I know it has special items for lawful-good characters. Help!
Note: After research I found that I was right all along. Lawful good and chaotic evil are the allignments to pursue.