Yeah, probably the same place. Though he calls it his “Good Thinks” place instead in my case.
What radio parts???
I could enter the citadel after finishing Ag center and fixing the repeater on their antenna. I can’t help with Highpool, but I would assume it’s the same.
Nope…they still wouldn’t let me in. I basically started a new game and am going to do the Ag center first and see if that matters. Not sure what I’m missing in my game, but obviously something isn’t working. I read a few forums where people were having similar issues, but what they did to fix it didn’t work for me.
If you do HighPool first then the Ag center is complete destroyed. However, you can still get in and fight your way to the radio tower, which is engulfed by some weird plant thingy. You can go to the console, however, and take the repeater out. I have no idea what you are supposed to do with it, but they ask you to get it. Didn’t help me get into the Citadel though.
Fallout is also one of my favourite game, but IMO, it’s not the same. There are less opportunities for alternative paths, dialogs are longer and interesting, but they’re only “background dialogue” and don’t change a thing, there are much less skills, no perks, and few points to add to your basic chars, so the charaters don’t change nearly as much over the course of the game, it’s much more heavily combat-driven, and quite shocking for a turn by turn combat-driven game, fighting is IMO fucked up.
Ennemies typically just run to come in contact with you (because it gives a big malus to people using long range firearms), so about every combat is a melee with firearms used at point blank. Don’t expect to use a sniper, for instance, especially since toons can cover a long distance in a melee turn, and ennemy toons apparently all have a very high speed, which means they’ll cross the map to be on your sniper on the first round or the second at best.
Wasteland isn’t going to replace Fallout in my list of prefered RPG (no Fallout, not even the recent ones).
Wait, wait…in fact before trying to go back to the citadel, I explored the prison camp (not entered the prison itself, but did all the map around it), so that’s probably it. Like** DCnDC**, I learnt the position of Damonta, and was told about the guy who can get me the radiation suits necessary to reach it. So, that’s probably what you need to do before heading back to the citadel.
By the way, I now own two sets of radiation suits, and since they’re quest items, I can’t sell them despite them weighting 10 lbs. Is there a way to get rid of the extra set?
You should have a storage box in the Ranger citadel you can leave them in.
But apparently you can never officially get rid of them since they are a quest item.
I’ve been using the heck out of my sniper. She’s pretty easily the deadliest character in my party.
God dammit why didn’t I think of that. I’ve been lugging around this stupid thing the whole game! I’m in LA now, is there a storage box in Santa Fe Springs or am I stuck with this stupid thing?
I’ve been playing for a little while now (had to start over due to terrible character choices), and something’s missing.
The original Wasteland and all the Fallout games have this sort of, for lack of a better word, whimsical weirdness to them. The wasteland was as weird as it was grim. Harry the Bunny Master, Hobo Dog stands, Harold, 2 headed brahmin, Dogmeat, Rex the cyborg dog, Fat Freddy, Finster, “Wasteland Herpes”, “burst like a blood sausage” and other similar weird stuff was the order of the day.
Wasteland 2, so far, seems to be entirely grimdark, with nothing particularly interesting going on that’s not just standard sci-fi/post-apocalyptic stuff. Even the little descriptions of damage arent’ nearly as entertaining as the old ones.
I feel somewhat let down; I was really hoping for weirder stuff.
Also, one of the really entertaining things about the original game was the ability to try or do just about anything- using crowbars and TNT on everything was pretty much SOP. In this one, it seems much more locked down- I can’t just use my TNT on a safe if I want to.
Also… they seem to have got rid of the mechanism by which skills get better through practice. Maybe I haven’t done it enough, but it seems like the only way to improve skills is via leveling up and getting skill points, which is disappointing. The learning mechanism was another really novel thing in the original game that set it apart.
And ennemies don’t come in contact with your sniper right away? The only times when they don’t for me are random encounters of raiders, I don’t know why.
Well, true, but it’s the only thing I like more in wasteland 2 than in the fallout games, in fact. I never cared for the silliness, and even less so for extreme silliness like the knights of the holy grenade (or whatever they were called).
Frequently, yeah, but my sniper can move, too. Often just backing up a step is enough to lower her hit penalties enough that she can pop a bad guy. And a lot of fights, if I have time to stage my squad, I can position her in such a way that bad guys need a couple rounds to get to her. I just went through Highpool after saving the Ag Center, and had found some really good rooftop sniper nests for her there.
This may be an issue of resolution/monitor size/camera angle, but I find that I basically have to move my sniper every round to keep the bad guys off her, using up enough action points that I only get one shot at medium accuracy. With most other guns (and particularly most energy weapons and handguns), she can stand and get off multiple shots, usually at higher hit percentages (again, assuming the apparently random hit numbers represent real hit percentages), for much more real damage per round.
I don’t know for certain since I’m not that far yet, but based on other posts I’ve seen out there from people with the same problem, the box is automatically moved there along with its contents.
FO1 and Wasteland had the perfect amount of silliness. FO2 took it to a ridiculous level. (E.g. the Monty Python reference you mention above, the Dr. Who reference, the Star Trek reference, the Mike Tyson reference, etc.)
I do think from the small amount of play I’ve done so far that W2 is a bit darker.
But hey, at least it uses more than various shades of grey/brown for the scenery unlike most modern games that place in apocalyptic and/or war zones.
ETA: And I find my sniper very useful as well. Usually don’t have problems keeping her out of harms way. And she’s great for getting the first shot off after my other combatants are in position when I choose to initiate combat.
Actually, I find Wasteland 2 full of silliness. But the grimness is also cranked up to 11. I look forward to another playthrough in which I’ll have a clearer idea of what’s going on, but I keep finding that whereas in Fallout I had a pretty good idea whether the resolution to a town’s problems was good or bad. In Wasteland 2 I constantly feel like maybe I managed to eke out the best of harsh options, though I also often suspect I’m at best creating new problems.
I made peace with the Red Scorpions, but too late. I stopped the Mad Monks from getting their nuke, but for some reason they went and announced the fact and got themselves wiped out. Probably better than their insane status quo, or them actually having a bomb.
Anyway, it feels like I’m just tamping down the tension, not creating a lasting stable peace.
Items you’ll want to hold on to:
Toast - from repairing the toaster next to the nuke in the Citadel museum
Broken weapon parts - from taking apart weapons for parts
Painkillers
Shampoo
Baby Ruth - from the toaster next to the bathroom at Angel Oracle
Dessicated juniper berries - from a toaster at The Prison
Preperation G - also from a toaster at The Prison
Spray paint - from a toaster in a cave at the Radio Tower
Sanford & Son videotape - from a toaster in Los Alamitos
Basically, if you got it out of a toaster, it’s probably useful for something at some point during your journey. Found this out the hard way after I’d sold some of these items then later realized I needed them to complete a side mission (and didn’t remember who I’d sold it to).
What to do with them:
Toast - give it to Mr. Manners
Broken weapon parts - sell them to the weapons guy at the Citadel
Painkillers - sell them to the doctor at the Citadel
Shampoo - give it to a man east of the prison cell at Angel Oracle
Baby Ruth - I don’t know yet
Dessicated jumpier berries - give them to Ben at the Distillery (Arizona, not Rodia)
Preperation G - I don’t know yet
Spray paint - give it to Ranger Brass Knuckles, the guy cleaning graffiti off the wall west of the Citadel entrance
Sanford & Son videotape - I don’t know yet
One thing I didn’t like: the only peaceful solution to the Railway tribe split requires a game mechanic that was never necessary before, was only hinted at once, and has to be used correctly at exactly the right time. Numerous “clever” solutions to the problem aren’t available or don’t work. Sure, there’s a little hint in the text, but there’s so much text it’s really buried.
I’ve restarted recently, you know 'cause, and I noticed this time I was able to reach the same conclusion without having to use that obscure trick. My supposition is that this time it was because I had a character with a 10 Chriz. It would be better, I think, if they showed you which dialogue options are not being made available due to your lack of charisma, like they do with your social skills.
Since I’m currently on vacation in Germany, I loaded up this game on my lappy But it runs so bad
I’m living vicariously through you guys. I might restart with a new party when I get back.
Any good reason to do Highpool instead of Ag Center?