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User's Cheese Guide version 1.4!!! includes BUNNY NUKE!!!

Posted: Wed Apr 23, 2003 1:35 am
by UserUnfriendly
ok, this is version 1.4 of the cheese guide, and this one is special folks!!!!

this one includes the incredibly funny and pure evil of the

BUNNY NUKE cheese, from the ironworks forum, but also 3 cheeses from the master of baldurdash Kevin Dorner...

also a special message about the future of the cheese guide...

check the bottom for all the new cheeses if you have already read the guide before...

have fun!!!!!!!!!!! :p :p :p :p

Posted: Thu Apr 24, 2003 9:07 am
by IHateUsernames
...................must........download................file

i really like the charisma part. great for solo sorc :D

and the bunny nuke with solo sorc BAMM all dead :D


but seriously really great guide keep it updated

Posted: Thu Apr 24, 2003 6:03 pm
by UserUnfriendly
thank you...i will keep it updated, but like i said, kevins new baldurdash patch will make many cheeses unusable...

but never fear, in my tireless quest for weapons parity....

(giving the player more evil tools to use against mod makers who make enemies that are incredibly tough and nasty) i shall soon write the companion piece to the cheese guide...

"the user's guide to blatant cheating with shadowkeeper!!!"

this guide will show you how to make your own...

kensai sorcerors
assassin sorcerors
kensai monks
wildmage cleric kensai
sorceror monks( this may not be possible, but i have some theories i wanna test...)
druid/cleric mages

and explain just how bun bun works and how to make your own bun buns....and of course i plan to release bun bun 13, the uber magic bunny of super doom and destruction, complete with easy to use bunny nuke...hahhahahhahahhah

as soon as chloe or keto or another relationship mod comes out, i reinstall the game, and make another bun bun, this time taking notes, so that i can share all that i know about shadow keeper...

to be brutally frank, i can almost duplicate all the things that near infinity can do to items with shadowkeeper on cre files... :D :D :D

Posted: Thu Apr 24, 2003 7:13 pm
by nephtu
Oh, the humanity

The bunny trick is SO awful.

It makes my head spin.

Posted: Fri Apr 25, 2003 3:27 am
by UserUnfriendly
well, just imagine all those cute bunnies, summoned from whatever sunny grassy fields they were frolicking in, happy, noses twitching, eating grass and hopping everywhere...then they get summoned to some dark dungeon, smelling like dead beholder or mummy...then they get nuked...


oh the humanity indeed... :D :D

Posted: Tue Apr 29, 2003 12:59 pm
by ARcheR_S_
Hmmm........I'm actually quite looking forward to ure: "guide to blatant cheating with shadowkeeper" (saves me from asking questions all the time :D )

Plus a new guide seems nice, Ive seen enough cheese for now :p .....the whole forum seems obsessed by it, people seem to worship it...

Anyway, im drifting off....... when will u think u'll finish the new guide??

Posted: Tue Apr 29, 2003 1:46 pm
by MitchMc
FROM THE BIBLE ACCORDING TO BUNNY

Time trap...useful?? (or not??) (Stilgar)I just saw this one today by stilgar, time trap doesnt seem all that useful to a thief mage, as it seems to takes a fighter thief to get the most out of it...you see, it freezes all the monsters and the party in the screen for about one round....................
I love the time trap, set several but stagger them,
Best example is in a hallway, you are going down to a room to
throw in a cloud kill and get all the bad guys to chase you.
Assume the following line is the passageway and the room is at the far left

"ROOM"...........Trap1..........Trap2.........Trap3...party with ranged


The bad guys chase you and you leave the room (after a massive killing backstab) and start down the passage. The first trap fires
and time is frozen you get in a spell, back stab ect, then time unfreezes and the monster will continue down the passageway. and trigger trap #2 before they can react..then spell/attack/wand ...then trap three......

As soon as the bad guys come in sight the party can start to hit them with ranged weapons helps keep the forward momentum.
(I tried this a few times but it was more effort than it was worth)

Time traps seem to be VERY sensitive and the enemy does not have to actually get to them to set them off seems to me that they go off when "in sight"

Its true that the best use is with a fighter/thief but haste, then provoke run down the hallway to the far end (where I have "party with ranged") and start to cut lose with area kill effects. Use the first two timetraps to fill the area with vaperious death and the third to run away...............

I have set them quite close together (1/8th of a screen inch apart)and had two of the three go off, or sometimes all three.

Best of all is F/M/T
lead into trap/breach/GWW & bash :p :p :p

The thief is a class where you have to play with the various abilities a fair bit to get them down cold so this takes some time but lots of fun

Posted: Wed Apr 30, 2003 12:51 am
by UserUnfriendly
Originally posted by ARcheR_S_
Hmmm........I'm actually quite looking forward to ure: "guide to blatant cheating with shadowkeeper" (saves me from asking questions all the time :D )

Plus a new guide seems nice, Ive seen enough cheese for now :p .....the whole forum seems obsessed by it, people seem to worship it...

Anyway, im drifting off....... when will u think u'll finish the new guide??


worship the cheese...

anyway, as soon as a new mod, relationship, the only kind i am still interested in, i will install my game, and create a new bun bun...this time i will take notes and set up a bun bun and the new guide so people can take a look at bun bun using shadowkeeper and read the guide to figure out how i did things...

a special topic of interest will be the new section on balthazar...people will now be able to create a monk pc with balthazar powers....

but i am putting the guide for people who have had cool ideas they wished they knew enough how to implement..

for example, a lot of people want monks with special powers, or kensai mage multis, i know i've answered questions on how to make them, but with this guide, i can write up what i know how to make, and give people the tools to make their perfect pc...

then play test them using tactics mod, and the upcoming improved battles mod... :)

Posted: Wed Apr 30, 2003 12:54 am
by UserUnfriendly
Originally posted by MitchMc
I love the time trap, set several but stagger them,
Best example is in a hallway, you are going down to a room to
throw in a cloud kill and get all the bad guys to chase you.
Assume the following line is the passageway and the room is at the far left

"ROOM"...........Trap1..........Trap2.........Trap3...party with ranged


The bad guys chase you and you leave the room (after a massive killing backstab) and start down the passage. The first trap fires
and time is frozen you get in a spell, back stab ect, then time unfreezes and the monster will continue down the passageway. and trigger trap #2 before they can react..then spell/attack/wand ...then trap three......

As soon as the bad guys come in sight the party can start to hit them with ranged weapons helps keep the forward momentum.
(I tried this a few times but it was more effort than it was worth)

Time traps seem to be VERY sensitive and the enemy does not have to actually get to them to set them off seems to me that they go off when "in sight"

Its true that the best use is with a fighter/thief but haste, then provoke run down the hallway to the far end (where I have "party with ranged") and start to cut lose with area kill effects. Use the first two timetraps to fill the area with vaperious death and the third to run away...............

I have set them quite close together (1/8th of a screen inch apart)and had two of the three go off, or sometimes all three.

Best of all is F/M/T
lead into trap/breach/GWW & bash :p :p :p

The thief is a class where you have to play with the various abilities a fair bit to get them down cold so this takes some time but lots of fun


i dont really find timetrap useful for the run away tactic, leading up to an ambush...time traps just are not that useful, except to allow a mage to cast timestop uninterrupted...skull trap is better for those traped corridor schemes...dont forget prot from magic energy :D

Posted: Wed Apr 30, 2003 11:05 am
by MitchMc
Originally posted by UserUnfriendly
...time traps just are not that useful, except to allow a mage to cast timestop uninterrupted...


different strokes for different folks

there are several battles (esp with the wiemer upgrades and
battles mod) where the badguys follow you out of the room.

beholder lair for example,

with a fighter/thief combo you leave room set a trap, the badguys
show up and boom they freeze, you kick but,(you should gww and kill two skelly warriors per time trap)


if you set a couple traps ahead of time one or two of the undead types come out and trip the trap time freeze, bash and hack time,

a bit into it a few more badguys appear outside and thet trip the remaining trap/traps more time to kill, so to speak

I tend to play lower level groups, with perhaps one ninth level spell if that , my cheese is more modest....)

on a side note if I send you in the detailed plans for defeating the
improved twisted ruin, using a new party (with nothing better than 5th level spells), do you think I will make the next ed of the bibile?????????