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Gladiator

Fake Healer's page

Pathfinder Society Member. 7,526 posts (10,055 including aliases). 8 reviews. No lists. 2 wishlists. 2 Pathfinder Society characters. 15 aliases.


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The Exchange

Orthos wrote:
PT.B=The Devil wrote:
Tormsskull wrote:

In that method, rolling an 18 was very rare. Even when it switched to 4d6b3, an 18 was still fairly rare. So having an 18 put a character in an imaginary little elite club.

When people started using PB and buying an 18, that imaginary little elite club became a free-for-all that anyone and everyone could enter.

People use to tell stories about that one time Bob rolled an 18 - it was an event. No one tells stories about that time Bob bought an 18.

My players reminisce about the time they played a ranger who became a city vigilante. They talk about the time their Bard became Baron of a small wilderness country. They talk about fighting dragons, old ones, and beholders. They never ever talk about their stats. Ever.

This.

This so so so so so much.

Ah, got it now...someone talking about getting a good stat through rolling is badwrongfun. I wish someone would just put a list together of all the badwrongfun so I can reference that and learn more on how to ridicule others for doing things on that list.

The Exchange

Wei Ji the Learner wrote:


534. During the American Civil War, the Union commits what would arguably be considered a 'war crime' using 'biological' weapons in the form of disease-ridden blankets.

HOWEVER, the recipients of the blankets take some care to disinfect and cleanse the items a bit first, so the disease doesn't hit them as hard.

It DOES mutate, however, and it is virulent enough to wipe out a good chunk of industrialized Union society. The Civil War drags into a stalemate, even as the South becomes infected with several strains of the disease.

Within ten years, the former United States of America is reduced to a tenth of its former population, with former slaves and native peoples having the most robust resistance to the outbreaks...

I would add in that one of the strains starts a breaking down the mental functions of the infected, reducing them to a predatory state with little cognitive function besides the need to feed....zombie apocalypse. The infection spreads easily but those with immunity or resistance are sought after to keep the disease from spreading beyond "The Barrier", a huge wall that sections off much of the southern US from the rest.

The Exchange

DeathQuaker wrote:

It seems to be chic to hate on Wasteland Workshop on the net (although there have been positive reviews as well). I'm not sure what some folks were expecting for five dollars.

Me, I like it. I do think the DLC could have included a little more polish and items---FOR $5, yes, I think we should have gotten just a little more stuff in the way of snappable steel letters, nice beds (like you get in Covenant), weapon acks,jukeboxes that play somethng other than classical music, and dressable mannequins.

But I'm also delighted by what IS there, and am especially impressed by the very complex and modular concrete building objects (supplemented by vendors selling a lo more of the stuff). The traps, lighting, etc. all great too. Worth the cost of a single commuter train ticket, certainly.

It ain't perfect but it was exactly as advertised and they didn't overcharge for it,so I'm good!

This is how I feel also. I love what is there and feel like for the $5 I have a good return just for the new building stuff.

I haven't yet messed with the arena and cages but probably won't anyway. I don't really feel like having an arena is something I want to do. I do like the idea of catching a hundred or so cats and seeing if I can keep them in a certain settlement as my crazy cat place but I don't know if they will stick around or not. Anyone play with that?

The Exchange

DeathQuaker wrote:

The easiest thing is to make vegetable starch, worth 5 adhesive--you make it at the cooking station out of tatoes, mutfruit, and corn iirc. If you have settlements that farm these you should have an abundance.

In a pinch, Percy, the nighttime junk vendor in Diamond City, sells shipments of it.

and of course purified water. I stopped totally planting gourds, melons, or carrots...the others are too important for adhesive. I was roaming around with a companion in power armor and after a while I am suddenly low on adhesive, aluminum, steel....guess that repairing the 2 suits put quite a drain on certain resources. Funny thing is I have been roaming around almost constantly in power armor since level 4 or 5 and I am around 40 in this run and I have 25 full power cores. I only took the one level of finding ammo perk and nothing to extend their lives.

It just stuck me as odd that it is so easy to be constantly suited up.

The Exchange

Otherwhere wrote:

Minor dislike of the "unlimited leveling" systems: eventually, every character becomes the same. They all have maxed attributes and skills and all the perks, so there's no specialization.

But then, most people don't play the game with multiple characters, so they don't experience this. They'll play it through, and just keep on progressing that one or two characters they started with.

Otherwise, I don't really have strong feelings about it. As DeathQuaker said, it's a different system than the other Fallout games.

-----

On the DLC: I started Myron over again. I initially started him with just a STR 1, not knowing I'd need Blacksmith, or even Armorer, to build a lot of robots. So I've bumped him up a little, and plan to head over to Mass Fusion for the STR bobblehead to open up that crafting.

This DLC stands to greatly change gameplay as we can customize robot followers and have ready-made missile launchers, etc., that can travel with us. They can hack terminals or pick locks, freeing up my character from taking certain perks.

I like the Mechanist's armor!

The unlimited leveling thing really hasn't been an issue to me in that I keep getting to around level 40 (have one guy who was 47 and around 4-5 others between level 27 and 45) and then I decide to just start over and try to build a different character. I mean I guess eventually they start becoming more alike but I haven't really felt the need to do everything in the game with one character. I tend to do storylines that pertain to who I am in that character an ignore other storylines that wouldn't interest that person in my mind.

On the DLC, I am totally ageeing with you. I can't wait to get it really rolling and such. I also dumped strength but not as much as you did so it hasn't been too hard to build up. I do like that I can have a companion that is good at lockpicking or hacking so I don't have to level both up always.

The Exchange

Turin the Mad wrote:
Sharoth wrote:
Turin the Mad wrote:

... according to the wiki, Codsworth's resistances are 25 ballistic/5 energy.

Just tricked him out to 325 ballistic/305 energy resistances with a 50% higher carry weight (225 instead of 150), swapped his buzzsaw and flamer out for lasers and now he's a self-propelled recon suite. Rawr. (Same linky as previously posted in this thread should work.)

wow... I may have to use Codsworth after I have gotten all the other companions perks.
He's now a red, sexy beast of mayhem, murder and always-polite ultraviolence.

Wow, he looks really cool! I am gonna have to take him to lead into the Automatron run I just started...fits with my concept of an ex-army robotics expert to have a cool robotic companion from the start and to be able to upgrade like that is pretty sweet.

Hey Turin, I was looking through some other stuff and saw you had a bunch of Scavenger Stations in Starlight...what is the mechanic of Scavenger Stations? Do they pull in a certain amount of junk for you? I've never read or seen any stats for what they do so I haven't put much effort into them, do they keep your supplies up or what?

The Exchange

Have it, installed it, desperately trying to get some things cleared so I have time to play it.....grrrr, life!

The Exchange

Scythia wrote:
Bloodbugs and bloatfly are about the only things I immediately use VATS for.

and the occasional radroach cluster....especially if they include legendary or glowing varieties.

The Exchange

Turin the Mad wrote:
Told you those bloodbugs are nasty. ;)

Yeah, so hard to draw a bead on...

The Exchange

MeanDM wrote:
I've never found an exploding weapon in Fallout 4, with over 100 hours in.

Yeah, I've got more hours and the only one I've found is Spray and Pray, which is good but didn't really fit the build I was going for....oh well, gotta just keep grinding I guess...

The Exchange

Otherwhere wrote:

There are mods out there that allow you to do exactly that. (Any Mod, Any Weapon is one I've seen.)

Whether that's totally broken or not, I don't know.

Everyone would be making their own Explosive minigun, for example. But since such weapons can be found in game, I guess it's not cheating.

You'd want to make them even rarer, though, if they had unlimited application. As it is, the effects are not that rare. It's having them show up on a piece I want that's the problem.

Exactly, I usually can't bring myself to sell them so I end up the "The cabinet of misfit legendary weapons" in my base in almost every game so far....The only really good Legendary I have gotten and felt was good enough to replace my standard use weapons besides Deliverer was an Irradiated Rifle, not a combat rifle mind you but a regular rifle. It was good enough that I felt that having a 50 cal sniper rifle out of it was better than my standard maxed out combat rifle....but it was a tough choice for me even then.

The Exchange

Turin the Mad wrote:
Fake Healer wrote:
Rysky wrote:
Turin the Mad wrote:
Otherwhere wrote:
Turin the Mad wrote:

New crafting station. New player goodies. LOTS of variety in the robots themselves. Looks like a new vault to dive into. Sweet!

Edit: assemble your Troubleshooter's armor and weapons sets. You're going to need them. ;)

Unless it's the Troubleshooter's Pool Cue that I recently got as a drop from a freaking Legendary Radscorpion!
At least you can put a sharp pointy bit on it, as compared to the Troubleshooter's Lead Pipe I have. ;)
Oh, you mean the thing you can make into an axe? :3

I think the tire iron can be turned into an axe but I am unsure about the lead pipe, never had a reason to get too involved in beating someone with a pipe in the game....

BTW, Troubleshooter's switchblade.....that's what I got from a recent Legendary super mutant.....le sigh....

The tire iron can be made into an axe. The lead pipe you can fill with cement and duct tape a couple of gears to it.

The switchblade now ... ouch.

I seem to keep getting legendary weapon combinations that really suck. I got one of the VATS assisting weapons and it was a tire iron....for my long-range sniper build. I wish you could disassemble them an put the legendary component on something else....seems like that should be something you could do.

The Exchange

Otherwhere wrote:
Yeah - why are boxing gloves only one glove? Why are unarmed weapons only on one fist? Seems a bit silly.

On that line, I was roaming around with Cait from the Combat Zone as my companion the other day and she straight up grabbed some raider dude and did what looked like a bodyslam....picked him up and tossed him on the ground on his back. I was surprised as I had never seen her do that before, especially since I usually see her hacking dudes with the machete I gave her. Is this a thing that people have seen? I am wondering if any other companions do stuff like this.

The Exchange

Rysky wrote:
Turin the Mad wrote:
Otherwhere wrote:
Turin the Mad wrote:

New crafting station. New player goodies. LOTS of variety in the robots themselves. Looks like a new vault to dive into. Sweet!

Edit: assemble your Troubleshooter's armor and weapons sets. You're going to need them. ;)

Unless it's the Troubleshooter's Pool Cue that I recently got as a drop from a freaking Legendary Radscorpion!
At least you can put a sharp pointy bit on it, as compared to the Troubleshooter's Lead Pipe I have. ;)
Oh, you mean the thing you can make into an axe? :3

I think the tire iron can be turned into an axe but I am unsure about the lead pipe, never had a reason to get too involved in beating someone with a pipe in the game....

BTW, Troubleshooter's switchblade.....that's what I got from a recent Legendary super mutant.....le sigh....

The Exchange

I find that the perks are either must haves for a certain character (ie, stealth for a sneaky character, certain gun perks, etc) or just plain must haves like being able to open locks and hack terminals. It isn't about if I like them or not, they are pretty much necessary (not really, but close to it).
I like the perks that aren't must haves and are true choices that you take to make your character your own, Pain Train, Aquaboy/girl, Medic falls into this for me, most of the luck perks....I like them because I don't tend to use them on every character build, I toss them in to add a special flavor to the character.
my 2...

The Exchange

Scythia wrote:

On the topic of console mods, what sort of things are my consular compadres hoping for?

My big one is clothing/armour textures. I adore having many looks available for my characters.

Clothing and armour is one aspect...I would love to be able to dye my stuff to be matching. Another aspect is settlement building, I would love to have further options for walls, paint, maybe being able to restore old buildings to whole. I would like some oddball stuff like maybe a kit that allows the scrapping of armor or weapons anywhere(not sure if I like it but it could work out), I would like to be able to CLEAN up stuff...seeing piles of trash in my settlements is weird as I would be assigning someone to sweep the roads and remove all rubbish.

I don't know, just some things to make the game more my own, I want to make the Blue Tower of Azul, roam the wasteland in my green-toned Combat armor, and retire to my clean, terracotta colored abode that doesn't look like a bunch of 10 year olds were trying to make a cool fort.
Customization is what I am hoping for.

The Exchange

Caineach wrote:
I've walked a lot with power armor. By the time you hit lvl 30 or so, if you have taken any of the ammo ups, you collect cores faster than you spend them. I don't see this being a huge difference personally.

That's kinda my experience also but I could see the Minuteman/Preston/settlement defense line of missions being an issue unless you do it early on and without power armor...they took me all over the place and on some fairly strict timelines sometimes. I am not a fan of 0 fast travel idea personally, I would rather it be 0 fast travel except on established provisioner routes from settlement to settlement. Then if you have established some key settlements you can work from them a bit easier. Makes having a network of places more important also which I like.

The Exchange

Automatron. Looks like the first DLC being released....build your own robotic buddy.

The Exchange

Turin the Mad wrote:
The Broadsider is a heck of a fun weapon. :)

I agree, I would love to see more costumes and such in the game though because of it and some others....Dressing in pirate garb and running around with a broadsider, putting on a kung-fu outfit and using a chinese sword, stuff like that. I mean I roam around looking at 200year old Halloween decor, why can't I find a cool robot costume or a creature from the black lagoon outfit? That would be pretty cool....

The Exchange

Turin the Mad wrote:
DeathQuaker wrote:
So basically, Turin: the carriage system in Skyrim. Which would be really cool, actually. Actually, I played Skyrim awhile by traveling only normally (walking) or carriage and it had a nice feel--the carriage-fast-travel kept things convenient when I needed them to be but was a little more immersive when I had time for that.
Yep, DQ, pretty much, only it's player built. Adds that much more investment/immersion into the game if we improve the Commonwealth one transit stop at a time. :)

If one is designing it on their own with immersiveness and self-imposed limitations, they could say that they can only use fast traveling at settlements that have an actual Trader shop, maybe even limiting it more to only a tier 3 trader shop. Or only between settlements that you have a provisioner traveling between, and only along the provisioner routes/stops.

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2 people marked this as a favorite.
BadBird wrote:
lemeres wrote:
Kobold Cleaver wrote:
Kahel you are literally the least fun person on this thread, and that's including lemeres the dead bird on a stick.

Hey! Are you implying that I have a stick up my bum?

Because I clearly have a cloaca. Or...y'know...the rotten remnants of one. Anyway. Completely different.

Let's not drag cloacae into this.

This post sponsored by "I know how to pluralize obscure words and you need to see it". Sorry I read that and literally that is all I could think of afterward. lol.

The Exchange

Just found an Irradiated Rifle....would've loved a Combat Rifle but it is still one heck of a way to snipe people. +50 radiation damage from as far away as a scope allows while hidden is sure to mess up any unsuspecting raider's day.
What are people's opinions on the scopes? I like recon but sometimes it is hard to differentiate things in greyscale. Nightvision is all but useless in the day. Regular scopes are almost useless at night. Anyone have a favorite? I keep thinking that I may just use all of them and keep swapping out at various weapon workbenches but that just seems to be too much upkeep....

The Exchange

Otherwhere wrote:
I'd like an "Attack of the Killer Tatoes!" DLC.

Whaaaa....?!?! Never thought of....Awesome. I would love that.

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Turin the Mad wrote:
A radroach gets its own power armor in Sanctuary. ;)

Someone is thankful for Codsworth being there.....lol

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Is it weird that I got so sick of hearing Jun's whining that I now have him dressed in a red sequined dress with a gas mask and put him working the tato fields? I feel like I may be bullying my settlers....but it does make me smile when I go to check the fields and see him on hands and knees in that getup, toiling away. Also if you haven't tried it, apparently equipping dog collars on your settlers makes them wear it doubled up on their wrist. Boo....

The Exchange

Aeshuura wrote:

There are a few of us on the Paizo boards. You may run characters in a home game and they will be AL legal.

Adventurers League Player Guide wrote:

Home Play

D&D Adventurers League play has been developed to promote in-person, public play with the D&D tabletop roleplaying game. Some opportunities exist for players participating at home or privately online to get involved in the D&D Adventurers League. You can:
    Purchase and play Lost Mine of Phandelver OR
    Purchase and play the storyline season’s adventure product
    (for example, Out of the Abyss)

Simply record your play using an adventure logsheet as you
would any other public game. Your experience and rewards
earned are valid for public D&D Adventurers League play

It would be the same way for Curse of Strahd.

If you are running, DM Awards work like this:

Adventurers League Player Guide wrote:
Home Game Rewards. A DM running home play (the for-sale published adventures, including Lost Mine of Phandelver) receives a DM reward after each episode (also called a part or chapter) he or she runs for a group. The DM receives 300 XP and 150 gp times the tier of play (300 XP / 150 gp for levels 1–4, 600 XP / 300 gp for levels 5–10, 900 XP / 450 gp for levels 11–16, and 1,200 XP / 600 gp for levels 17–20) and 10 downtime days for each episode completed.
Hope this helps!

AH, yes....that clears it up a bit. I also managed to see that there is an official Curse of Strahd Adventurer's League character sheet. Thanks for the info.

The Exchange

Otherwhere wrote:
RainyDayNinja wrote:

Finished!

The Mall at Hangman Alley

Sanctuary Rumble Room

Whoa! Very nice work, RainyDayNinja!

--------

I agree, awesome job.... I love the Rumble Room especially.

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Lorathorn wrote:
I would check on G+. There are a number of adventure league people there.

What is G+? Could you link it?

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Fake Healer wrote:

If you created characters under Adventurer's League Rules with an approved/registered DM for AL is there a way he could run the Curse of Stradh 5e adventure and our characters still be legal for Adventurer's League usage outside of that game, like in Cons and other AL DM's games?

I am unfamiliar as to if there is some rule that allows that....

Is there any DMs here that are registered for AL? perhaps they would know....

The Exchange

Otherwhere wrote:
Sharoth wrote:
Also, the GECK will be out in April.

Excellent! I wasn't aware it was going to be available on consoles.

I am looking for to that for the Xbone...should be pretty awesome. Mostly I just want a mod to expand the settlement building. A good, hearty mod for that on XBone will make me sing I thinks....

The Exchange

If you created characters under Adventurer's League Rules with an approved/registered DM for AL is there a way he could run the Curse of Stradh 5e adventure and our characters still be legal for Adventurer's League usage outside of that game, like in Cons and other AL DM's games?
I am unfamiliar as to if there is some rule that allows that....

The Exchange

Otherwhere wrote:

Gen 1's are REAL!

And Google may the The Institute!

Wow! Atlas seemed really stable and wasn't on a tether...that's new.

The Exchange

Otherwhere wrote:
I'm looking forward to being able to access mods on the Xbox. Waiting to see just how that's going to work, and what mods will be available. All of the "[X] Expanded" (Armor, Blacksmith, etc.) mods look quite good!

This....so much this.....

The Exchange

RainyDayNinja wrote:

Finished the Rumble Room in Sanctuary, including towel stations at both corners, and a gurney, IV rack, and medical oxygen cylinder for those especially brutal fights.

The Mall at Hangman Alley is coming along nicely. The lower level is for basic necessities, and the upper level is full of shops, greenery, an arcade, security cameras, and public restrooms. I still need to save the caps for my last Tier 3 shop, furnish the security office, and finalize the decorations. I'll try to get pictures up when I'm finished.

Can't wait to see it! Sounds awesome.

The Exchange

Turin the Mad wrote:
Fake Healer wrote:
Turin the Mad wrote:
Matt Filla wrote:
OK - help me understand the need for cranking out tons of water to sell for caps. What are all the caps needed for? Settlement building? I've got 50,000 caps I'm carrying around that I can't ever imagine spending, and that's just from selling loot (really just weapons and armor) I've picked up during my explorations.

You won't be likely to need more than 10,000 caps for the entire game, unless you're wanting to buy the uniques from the vendors. Caps are a secondary concern in FO4, unlike 3 & NV where caps are basically king. They're necessary only for buying Home Plate, "persuading" the high-end 'level 4' vendors to relocate to your settlements and buying stuff you don't want to be bothered bartering for. If you want many of your settlements to feature vendors, the concern for 'cash' increases.

Depending on your weapons preferences, many sources of ammunition are another manifestation of bottle caps. ;)

Yeah, I more or less like having the caps so I can buy the Mantis armor and other named stuff from vendors just because...but also I was producing so much water, tatos, corn, and mutfruits that I had more adhesive than I could ever use and just started becoming a water czar basically, no real need for an extreme excess of caps besides being able to buy and do anything I want at any time. Also I didn't think that having a thousand units of water lying around at all times was necessary either so converting excess to caps just seemed like a fun, cool thing to do.

I use surplus veggie starch for upgrading mini-onions' gear. It takes a good large pile of it to upgrade the full compliment of goodies for 200 - 400 peons. ;)

Now, once everyone's kitted out and happy ...

Edit: what Deathquaker said above.

Yeah, it does take a lot of veggie starch to start kitting out the minions well....as a curiosity, what does your minions kits look like? I have never really gotten the groups kitted in any type of real, organized way. It seems like I have a few with rifles, a bunch with shotguns, a bunch with 10mm guns, a few random missile launchers(although I have had that bite me in the arse a time or two), and for armor I just can't seem to decide on a uniformed outfit and everyone is toting around mostly random pieces of whatever cast-offs I decide to hand down.

Also does anyone know what is going on in General Discussion with all the spam posts? It's been a long time and I thought they would have control of it by now....

The Exchange

Turin the Mad wrote:
Matt Filla wrote:
OK - help me understand the need for cranking out tons of water to sell for caps. What are all the caps needed for? Settlement building? I've got 50,000 caps I'm carrying around that I can't ever imagine spending, and that's just from selling loot (really just weapons and armor) I've picked up during my explorations.

You won't be likely to need more than 10,000 caps for the entire game, unless you're wanting to buy the uniques from the vendors. Caps are a secondary concern in FO4, unlike 3 & NV where caps are basically king. They're necessary only for buying Home Plate, "persuading" the high-end 'level 4' vendors to relocate to your settlements and buying stuff you don't want to be bothered bartering for. If you want many of your settlements to feature vendors, the concern for 'cash' increases.

Depending on your weapons preferences, many sources of ammunition are another manifestation of bottle caps. ;)

Yeah, I more or less like having the caps so I can buy the Mantis armor and other named stuff from vendors just because...but also I was producing so much water, tatos, corn, and mutfruits that I had more adhesive than I could ever use and just started becoming a water czar basically, no real need for an extreme excess of caps besides being able to buy and do anything I want at any time. Also I didn't think that having a thousand units of water lying around at all times was necessary either so converting excess to caps just seemed like a fun, cool thing to do.

The Exchange

Turin the Mad wrote:

I'll be adding more at the same link as Starlight Drive-In progresses, before moving on to Sanctuary Hills.

Surplus purified water seems to effectively "cap" at 80 and change units/day, and I only want 10 people living there, it's easier to make things work with a goal of 90 water instead of 110.

It's STILL overkill, but the combination of the large purifiers' vertical height and the necessary square footage to enclose the hole, purifiers and generator shed (now featuring a solid roof!) makes the central building my primary concern there.

At least this time there's a "waiting spot" for the eventual artillery emplacement. With a 'power budget' of 22 (after purifiers, beacon & 1 point as a cushion) that should ease the size limit some.

I didn't notice but, there is a cap on surplus water? Is that per site or overall? I hope it's only per site because that's how momma makes her caps....

The Exchange

Sharoth wrote:
Fake Healer wrote:
Sharoth wrote:
Deadpool was a fun movie. Worth the price of the ticket.

Hey Sharoth in particular but anyone in general....I know it's a hard R rating but is the rating mostly about language and sexual innuendo or is there nudity and R type violence like really gory stuff?

Yes.

Just yes.

Edit - I would not take kids to this movie.

Yeah, I was more worried about the wifey, lol...she has a sensitivity to gore and torture stuff so I am leaving her home for this one....

The Exchange

Sharoth wrote:
Deadpool was a fun movie. Worth the price of the ticket.

Hey Sharoth in particular but anyone in general....I know it's a hard R rating but is the rating mostly about language and sexual innuendo or is there nudity and R type violence like really gory stuff?

The Exchange

Ah....I see, so 10 +my charisma is the amount of settlers that can be in each settlement. Cool....what if the boost to charisma is temporary, like I am wearing some charisma stuff, get the settlers up and then take off the stuff? Does the number of settlers decrease to account for the new lower charisma?

The Exchange

Turin the Mad wrote:
Sharoth wrote:
Fake Healer wrote:

Yeah, a bit of Skyrim's "You've been caught stealing, do you want to be fined or jailed?" would have gone a long way in the various settlements, including your own.

Question: Is settlement size for settlers set at 20 for all settlements or can I have more than that? On the Xbone...

You can have over 20 settlers. It is charisma dependent.

As usual, the dragon's right. If you can stay chemm'd up and drunk long enough, and have 5 pertinent legendary armor bits to go with certain hats, eyewear and undergarments, you can probably hit a population of somewhere close to 30...

Edit: Lemme see, base Charisma 11 once you've maxx'd it out via perks and waited long enough to glomm the bobblehead. +1 for black-rim/fashionable glasses; +1 newsboy/other Cha hat; green shirt w/ combat boots (+1) under 5 Sharp legendary armor bits (+1 each for +5); a shot of x-cell (+2); hopped up on daytripper (+3); drop a tab of grape mentats (+5); one of a variety of alchoholic beverages (+1, doubles to +2 w/ Party Girl/Party Boy at rank 2): 30, or 31 with Party [gender] at rank 2.

I'm not sure I'd want to try and build 30 or 31 peons' worth of shelter, but it'd be interesting to see!

So how does it work? Is your charisma score supposed to define on a point for point ratio how many settlers you can have? Because that doesn't seem to make sense to me....I had 19 in Sanctuary even though I had nowhere near a 19 charisma.

The Exchange

Yeah, a bit of Skyrim's "You've been caught stealing, do you want to be fined or jailed?" would have gone a long way in the various settlements, including your own.

Question: Is settlement size for settlers set at 20 for all settlements or can I have more than that? On the Xbone...

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captain yesterday wrote:

It's night?

Is the settlement building or whatever, part of the Xbox One game too.

Yes, and it is a really fun feature in the game if you like that stuff. I just decided that I was gonna start a new game and full out enclose the workshop house in sanctuary in a giant building and the building now surrounds the house and extends across the next-door neighbor foundation, it's 3 stories tall so far with a mess hall/food court, places for shops, and an entertainment area with bar and all the TVs scavenged from the surrounding neighborhood. I still need to roof it over but I am not done building upward yet....I also have made giant castles, odd tubular mazelike dwellings, thin and tall spires....it really is pretty awesome as much as I complain about little stuff like not being able to add color to the walls and such.

My new game is hitting 7 hours of gameplay (and level 6)and I haven't left Sanctuary yet. Soon I will go into the wasteland to bring people into my compound where they will be safe under my rule.

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Otherwhere wrote:
Caineach wrote:
I may have to find some pics, but the holes in the walls got replaced with new ones and they change the colors of them over time in my game, even on one of the buildings your supposed to scrap. Because the new walls don't count as scrap, I couldn't scrap one of the buildings.

WHA-???!

Oh no... I left at least one of those scrappable homes as potential resources for later on. In the meantime, I figured it was providing a barrier like the impassable shrubbery next to it. :(

Hopefully that mod that lets you scrap everything will be available for the Xbox!

Yeah, I have to see that because I beat the main quest and had over 100 hours on the one file with not a single change to the buildings. Not saying it's not true but I need to see it to believe it....

The Exchange

Otherwhere wrote:

Simplify the Settler Assignment.

I mean, if I click on someone and "assign" them to a food source, they'll do up to 6 units of it regardless of type, right? And someone "assigned" to defense at a guard post will wander to up to 3. At The Castle, most of them don't even use the guard posts that already exist along the top of the wall that I may assign them to stand watch at, so why do I need to actively select one?

Let me: select a Settler;
see if they are assigned;
if not, let me assign a task rather than assign an object for them to do their task with/at.

And, yes, PLEASE adjust the AI so they will self-assign beds!

Yup, and I hate finding a settler, clicking on them and then having to run all the way across the settlement to assign him to the guard station. I love the idea of just clicking on a list of tasks for them: farming, defense, scavenge, or repair crew (I would love to be able to assign someone to that so if stuff is damaged in a raid or something they fix it, or if the buildings need fixing up they do that, I mean why in the world is Sturgis and Mama constantly hammering on a building in Sanctuary if it never gets better looking or fixed up? And if I can't fix it up why can't I tear it down in sections to use the scrap?)

The Exchange

DeathQuaker wrote:

I'm with you, Fake Healer, it's odd you can find so many cans of paint but there's so little use for them (outside of being a source of oil and steel). The one quest you only need a couple.

If it's not put in DLC (where I expect we'll see more settlement stuff) I expect it would be easy enough to mod in walls that are painted just by taking the existing wall models and recoloring them, and adding to the list of construction requirements the appropriate color of paint.

Yeah, it would just really look awesome to make The Crimson Hold or Amarillo Station or Verdant Town as your base.....I would love a Fort all of one cool color to stand out from the wasteland. Maybe DLC as you said, or the next game even....

The Exchange

Tvarog wrote:
Fake Healer wrote:

Another question....I keep finding cans of paint. Can you paint things? If so what can you paint and how? I would love to paint some of the buildings I make or get my outfit/armor all uniform.

Some of the paint cans can be used for a quest in Diamond City. Mostly I think they're just a decent source of oil.

Yeah, I did that...I just thought it would be cool if the game let you use them for painting your own stuff...oh well.

The Exchange

DeathQuaker wrote:

Warwick Homestead is weirdly absent sources of rubber. Fortunately nearby there are tires you can pick up and carry to the workshop.

I just wish I could build a bridge to Spectacle Island.

Spectacle Island is a huge build site! I haven't done anything with it though yet, can you assign a provisioner to it? I love the idea of an island fortress with settlers and such...

The Exchange

Another question....I keep finding cans of paint. Can you paint things? If so what can you paint and how? I would love to paint some of the buildings I make or get my outfit/armor all uniform.

The Exchange

Otherwhere wrote:
Fake Healer wrote:

Is there any way to scrap weapons or armor without a bench? I would love to just be able break things down on the fly....

Not without a mod, unfortunately.

Oh, all that wonderful scrap that's just outside of your settlement zone! If I could just... drag it... Damn!

I've done that occasionally with things like the tires on the road just outside of the Red Rocket near Sanctuary, or the long red tanks that you can shoot the end off and they rocket away. lol....

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