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  1. More info about it: https://www.kyivpost.com/post/53749 https://euromaidanpress.com/2025/06/01/breaking-russian-strategic-bombers-ablaze-en-mass-under-sbu-drone-attack-video/ Operation was in preparation for more than year and half!!!
    3 points
  2. Ukraine has performed massive drone attack against strategic bombers on 5 bases in Russia including Murmansk and Irkutsk (which is the first attack against targets in Siberia). It is said that more than 40 of such bombers have been "decommissioned". Most of them is Russia unable to replace, as they stopped the production long time ago. It is said, that FPV drones have been moved by trucks in wooden houses next to the airfields and then remotely unleashed to destroy the targets. With this single attack, Russia lost more than 30% of their strategic bombers...
    3 points
  3. Yeah, I love the setting of Starfield. I like the ship designer. There is some good exploration moments. But no argument for me on the majority of the quests. Bethesda has always struggled with story and characterization. I thought the corp storyline was fun. It was the only one where you didnt end up just killing a bunch of people.
    2 points
  4. Oooo that's look great! Have had a few projects I have been putting off due to drudgery of making manual edits to .chatterbundle entries. Thanks a lot for the break down, this does confirm a lot of assumptions I've had over the years on how these files worked! The need for a manifest entry isn't something I have come across though. The couple of new chatters I have made from duplicating existing ones then generating a new GUID, have seemed to function without the need for one. Additionally in my experience .chatterbundle files seem to have no need to maintain the same directory structure as their origin file. I wonder if maybe the need for a manifest entry is some vestige from Deadfire's development. Like the "ConversationType" having 2 states: "0" for Conversations, or "1" for Chatter. But this never seeming to be used in conversations from what I have seen. Maybe at some point conversations and chatters once shared a filetype and structure? The stringtables always seemed an odd inclusion to me when I was looking at .chatterbundles purely as voice sets. With the knowledge that a lot of the ambient townie barks comes from chatter it make more sense. I'm still not really sure what function the "generic" stringtables serve in game though. The thought of chatter appearing as text in game would have been a bit of a nightmare!
    1 point
  5. @Kvellen I thought I'd write down some discoveries about Chatters and show some progress: Nodes - Chatters only have 2 noteworthy Node types - ChatterNode and ChatterEventData. ChatterEventData each act like a "Root Node" (see the video below ) and will contain one or more ChatterNode children. Each ChatterEventData is connected to a specific event (such as casting a spell or being given a unique item by the Watcher) that could trigger a voice line. ChatterNode - defines a specific voice line that could be played. Each ChatterNode has a corresponding .wem audio file. ChatterNodes can't have children. ScriptNode - may be inserted between ChatterEventData and ChatterNode children to add common Conditionals to several children. StringTableFilenames - Defines which StringTables the Chatter should fetch entries from. Each Chatter will utilize its own unique table (should be the first in the StringTableFilenames list), but also has the option to fetch entries from other "generic" tables. Which table in StringTableFilenames a ChatterNode should fetch text from will be determined from the NodeID. Nodes with a NodeID starting with X0'000 will fetch the table with (zero-based) index X in StringTableFilenames. If we have for example "NodeID": 20017, then the from the tables below it should fetch "chatter/parents/chp_chanter_casts.stringtable" (the 3rd entry in the list) "StringTableFilenames": [ "chatter/00_companions/ch_companion_pallegina_voice_set.stringtable", "chatter/parents/chp_barbarian_shout.stringtable", "chatter/parents/chp_chanter_casts.stringtable", "chatter/parents/chp_cipher_casts.stringtable", "chatter/parents/chp_common.stringtable", "chatter/parents/chp_ko.stringtable", "chatter/parents/chp_paladin_commands.stringtable", "chatter/parents/chp_wizard_casts.stringtable" ], As you can see in the video below, I've removed the "edit text button" from Nodes with IDs greater than 10'000, so that the user is only able to edit the Chatter's own string table entries. AudioLookup - These can be auto-generated and refreshed when the Chatter is edited, how the strings are calculated is similar to .wem paths which is described below. Manifests - From what I looked at the decompiled code, Chatters will require a manifest file similar to Conversations, though the contents seem to be a bit different. It's something I'll have to look a bit more into. .wem paths - The path to the .wem file of a ChatterNode will be determined by The character's SpeakerGameData -> SpeakerComponent -> ChatterPrefix The EventType value of the ChatterNode's ChatterEventData parent. (The exact EventType -> string mappings are defined in the ChatterEventsGameData named "chatter" available under "Audio"). The ChatterNode ID <SpeakerComponent.ChatterPrefix>\ch_<SpeakerComponent.ChatterPrefix>_<EventType>_<NodeID>.wem eder\ch_eder_item_purchase_rare_0153.wem \PillarsOfEternityII_Data\StreamingAssets\Audio\Windows\Voices\English(US)\eder\ch_eder_item_purchase_rare_0153.wem I added a button for opening and highlighting a ChatterNode's .wem file in the users file manager. (Though not included in the preview video...)
    1 point
  6. The normal bonfire can be used for general resting/point distribution, cooking. And with cobweb-fuel, recharge Arthur ability (with cobwebs) If you fuel bonfire itself with 10 cobwebs, it also lets you FT from the bonfire, do alchemy with it, ID items. I think a skill/perk tree lets you do even more, like blacksmith in it. And I think fueling is how you can rest in the Wyrd protected/shielded (a barrier like around towns) but I can't recall offhand. the "wild" campfires will definitely wake you up if you try to rest at night. Cobwebs drop from enemies ... at night. Although there are some day enemies that can drop a little. The special night enemies drop more at once. Un-id'd items only drop at night. I currently have 1300 cobwebs stored up.
    1 point
  7. sucks when you're no longer marked as essential, eh, Sir Most-annoying-NPC-of-the-game?
    1 point
  8. keep in mind the three we shared is only a small sample o' US hot dogs https://www.hot-dog.org/culture/regional-hot-dogs doesn't even include the hawaiian puka dog. US corn dogs and bagel dogs each have their own multitude o' variations. also, personal we don't consider polish sausage or brats to be hot dogs. if we were adding polish sausage sandwiches, then am preferring the maxwell street polish to any hot dog the cleveland polish boy is pretty fantastic too, but the addition o' the fries bothers us s smidge. am also feeling the need to opine, unsolicited, that the sugar added to korean corn dogs is a vulgar affront to our culinary sensibilities. why in the holy hell would you roll the damn thing in sugar? to keep on-topic/funny as 'posed to all 'bout food... *shrug* is the only quasi-humorous and not sexual hot dog vid we could think o' at the moment, so sue us. HA! Good Fun! ps am now genuine hungry for a maxwell street polish.
    1 point
  9. Sorry, late response - I've been away for a work thing for over a week. I think nobody here is including those infos because you can look most of them up in the official wiki: https://pillarsofeternity.fandom.com/wiki/Official_Pillars_of_Eternity_Wiki So repeating that info (like where to get which item etc.) in every build is not needed. Thus this thread (that doesn't say "guide" by the way but "build list") simply lists fun and powerful build combos and ideas - and opinionated debates, yes. It's a forum after all, not a wiki. That's what we as forum users seem to like and settle on when it comes to character builds. They are not guides that hold your hand from start to finish and tell you every detail about what you should do. They are more like elaborated (and tested) build ideas that work well and can give you inspirations, not firm instructions. You can follow them bit by bit or alter them to your taste - since the game is so balanced it won't hurt the experience much. And maybe that's also why most players don't go into every detail but only outline the impactful stuff mostly when it's about building a character. Yet most builds I read here do note every race, background, skill, talent, ability and item even if it's not crucial. Complete game guides can be found here I think: https://gamefaqs.gamespot.com/pc/687020-pillars-of-eternity/faqs I haven't used them - but since some other gamefaq-stuff I read is very decent I suppose those are good as well. If you still cannot make sense of the game(s) and need help please feel free to ask in these forums and you will get help. I suggest to not use detailed guides etc. because the games are better without spoilers and also they are balanced very well from a mechanical standpoint. You cannot really screw your first playthrough up with a "bad build" - especially if you start on normal or veteran difficulty. Both games are pretty difficult at the beginning and then feel easier after the first levels - so don't feel discouraged or fear that your character build is bad. That's most likely not the case.
    1 point
  10. The paladin is really great for Alpha Strikes and his damage with FoD and stuff is huge. But if you consider all the rogues passive and active dmg mods, his damage on hit will be higher than the paladin's. Not only has he Sneak Attack and Deathblows, but he can add another 20% or 30% ( Sap) from one of his special attacks plus Deep Wounds. This all stacks with the 80% from Runner's Wounding Shot. He even could add Backstab to this as I said above, but that's very situational. If the circumstances are right, his damage per hit will be higher than the paladin's, even with Enduring Flames and the like. The rogue has to cause two afflictions before it gets that high. The paladin can just shoot and that's it (leaving Apprentice's Sneak Attack aside for now). That's a plus. And not only his damage is very high, but also his ACC with these shots because of the +20 bonus. But he only has two of these high damage shots per encounter - three if he manages to shoot from stealth before encounter officially starts. The rogue can shoot a limitless amount of high damage attacks as long as the target is debuffed (but only one Runner's Wounding Shot ). Another thing is that you need quite a number of abilities and talents for the paladin to get high damage per shot. While a rogue "is born" with Sneak Attack and only has to take one ability (Deathblows, plus one talent if he wants to use Runner's Wounding Shot) to make his damage go up significantly, a paladin has to buy one ability (FoD) and 3 talents (Intense Flames, Enduring Flames/Remember Rhakan Field and Apprentice's Sneak Attack). Of course the paladin has many other great features that make him good that are not part of his shooting. I think we agree that the paladin is a great class. Why I don't recommend a paladin is because the OP wanted to only use guns and doesn't want to go into melee fight. Although I love paladins with guns as openers (that's what my aforementioned build is all about ) I think that it's not the right class for this requirements - except some special builds like I said.
    1 point
  11. Well, there's a fun bug where occasionally a VLRT (Very Low Risk Target) space-combat mission sends you to go kill someone on foot at a Hathor location, which is rather a big PvP event. Managed to take out my target (space ship vs guy with an AR on a rooftop kinda went the way you'd expect it to go...), but I also managed to get caught on a pole and crash Dying in a crash is kinda rare nowadays, so I ended up stranded in a not-so-friendly location with hostile NPC and shoot-first-ask-questions-never players. I had noticed there were vehicles parked. Some seemed to be part of the location so they weren't locked, so I grabbed an MTC and started driving around trying to find a ship that could get me off-moon. Unfortunately all the "non-player" ships turned out to be Furies, and those don't have a Quantum Drive, so they can't really get me much of anywhere. I also got second thoughts about grabbing the MTC over the Fury as the driving physics aren't great, to put it mildly. Eventually I found an abandoned (if not, sorry) Reliant (Tana, I think). I picked it's door lock by shooting it with a LMG (as you do) and flew back to Lorville on Hurston as that was the closest major city. I tried to find the city gates so I could park outside and walk in, as I wasn't quite sure how security would react to me flying a stolen ship (I'm not really in the habit of stealing ships...), but I couldn't find them despite flying the whole circumference of Lorville, so I ended up trying my luck at the spaceport after all. And lo-and-behold, after hailing them and asking for a hangar I was just granted landing rights, no questions asked. Seems a bit broken, but I'm taking it... Landed the girl, but alas, you can't keep stolen ships so when I called up another ship she went "poof". (fun fact, the Reliant-series "transforms" into a vertical configuration in flight, very reminiscent of certain recent Star Wars ships, like this: This shouldn't be too surprising as the person who created the concepts for many of these early ships, David Hobbins, ended up doing concepts for Star Wars as well)
    0 points
  12. The Bookwalker Mistakes were made - the game is unpleasant, from the story to "puzzles" to accessibility and I missed the refund window (granted, the last part is on me). The text seems to be from a cancer research paper. So, from this moment, I named the MC F_ckface. It is fitting if nothing else. And at this point I realised that even if I cannot refund it, I can still save my time. Pretty visuals alone cannot hold a game. Rebel Transmute. It is a decent Metroidvania, though I am not too fond of the semi-ranged combat. Very nice otherwise. The Steam screenshot function does not work, though.
    0 points
  13. God damnit, Starfield is such a typical Bethesda product, it's not even funny. You look at the world and stuff and it really feels like this could be something. I really like the visual design and even the way the gameplay feels, with exception of annoying bullet sponge enemies. But then at the end of the day it's still just a Bethesda game -- wide as an ocean and deep as a puddle. There was a quest with some collector dude that started out really interesting. You had to get an artifact from him in whatever way you want... yeah, right. Either you shoot him dead or you shoot him until he gives up and let him live. Great choices. If this quest were in an Obsidian game, you just know you had at least 3 or 4 ways to deal with the situation. Now I had a quest where you have to get some super dangerous top secret data from an archive. All the time on the way to that point people kept telling me how I have to be on my best behavior, how I can only access the data I need, how I am NOT supposed to look at anything else... Well, guess what... Once I was in the archive, I had to press 3 buttons to open a door, walk down a corridor and basically press another button. THERE WAS NOTHING ELSE. You couldn't do anything else, even if you wanted to. There is no way not "to behave", there is no way to look up any other data. Nothing. It's a linear corridor. I swear, the writers must have a word budget of less than 250 words per NPC, otherwise I can't explain this crap. In the main story I had to talk to one person from each big religious faction about some mythical mumbo jumbo. How does that interaction look like? Player can ask 3 questions and the NPC replies with maybe 2 or 4 lines. End of it is you saying "Hm yes, now I understand everything" - meanwhile I'm sitting here like wtf did just happen. EVERYTHING in this game is like that. What's the point of a gazillion quests if all of them are like this. Please just scrap 50% of them and instead make everything else 50% bigger... At this point, the only good quests in the game are the ones that are (almost) unmarked and entirely localized in small areas. Where you don't constantly fast travel from one planet to the next to a point where you lose the sense of scale in the world, because everything is a black loading screen away anyways. Man, it's such a shame. This could be so good, but it's... Bethesda. It's the same crap every time with all of their games. This is why I stopped bothering with Fo4 and why I would have never even tried Starfield if it weren't included in Game Pass. Deep inside, I knew this is exactly what the game would be like, and I can already tell you now that TES6 will be exactly the same. /Edit: My companion just told me she is part of House Va'ruun. NO ****. Please, man, don't insult my intelligence. That was obvious from the very first moment. She even wears clothes that are like whatever the Va'ruun guys are wearing and now I was forced to act all surprised and what not. If at least my character could be like "yeah, I kinda expected that" ... but nope... "wow, you lied to me, this is so disrespectful." ... bruh, just stop.
    0 points
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