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Everything posted by PangaeaACDC
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I had the same experience, which is probably one reason why I didn't like them all that much.
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- Chanterphrases
- brisk recitation
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Them... sounds like a split personality
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Creature stats from game files
PangaeaACDC replied to PangaeaACDC's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Thank you. Took a while until I figured out how to launch the console, had to re-assign the shortcut because it was impossible to use whatever BackQuote is on my keyboard. But the commands you wrote worked like a charm, so I could use that for the key statistics at least. Won't know about loot and weapons and so forth, but it's a fine start so thanks It worked for POTD too (which I've never dared play). Maybe Unity Asset Bundle Extractor (UABE) could be used for this, but kinda doubt I can get it working on Linux. But if Unity comes for Linux now, that might be a good option -- if it's actually possible to open the game files without jumping through too many hoops. Do you know which version of Unity is used for the game? -
Is it easy to access creature stats, abilities etc from the game files, or do I have to install Unity and mess about in there? That would be rather tricky/impossible, because I'm on a Linux system. It would be needed for doing big changes to the wiki, which for some reason doesn't have creature pages yet.
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Loading time
PangaeaACDC replied to PangaeaACDC's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Ha! True, but not everyone has SSD. I do have an SSD actually, but it still takes a good 10 seconds most of the time. Suppose I didn't have the game installed on a SSD the first time I played it, because the wait then was more like 40 seconds in the later stages of the game. -
Project Eternity: Wiki
PangaeaACDC replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Are the admins over there AWOL? Or am I just too excited and impatient? Over the last week I've read a lot about wiki-ing and seen over the Wiki, and I think it could use quite a bit of work, not least in preparation for Pillars II. I've made a category with some pages for discussing things, and poked all current admins - but to no avail yet. Maybe somebody here are active users of the wiki and could offer some thoughts? You can edit those pages just like any other, also anonymously. You can also go to the Discussion page and offer thoughts there as well (but please remember to 'sign' your post with ~~~~ (four tildes) as that tags your name, making it easier to know who wrote what when you are discussing topics in talk pages. This is a start: https://pillarsofeternity.gamepedia.com/Category:Wiki_restructure https://pillarsofeternity.gamepedia.com/Categories_restructure https://pillarsofeternity.gamepedia.com/Creatures_restructure -
In a Q&A Josh and Dmitri talked about hair styles and clipping issues with helmets and armour. Something seemingly simple, like hair flowing from helmets or other headgear, can have many knock-on effects, and tracking down issues can be a pain, with all the many variations of gear and animations. Maybe walking is similar. I agree it would be a nice feature to have, but as mentioned above, I'm more interested in a balanced and stable game on release.
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I'm replaying it right now, and the option to play a non-binary character is very much not there. I'm sorry to hear that Why would you want to play it, never mind RE-play it?
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Considering how long it took to iron out fairly serious bugs in POE1, think I'd prefer Obsidian to focus on the core gameplay instead of adding one-armed giant dwarves without a sex, or bird-men in a wheelchair with a direction difficulties (which you can drive slowly). I'm sure some of the talked about unusual options would be lovely for a small subset of gamers, but honestly, I'd prefer them to focus on the more important issues of balancing the game, removing bugs, and so forth. It's a tricky thing of course, and I understand that if you happen to be in this or that minority, you'd want to have it represented in the game. But from a developer's perspective, if you first start catering to such wishes, where does it end?
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Well this is why having a variety of companions is good, because personally I liked Sagani. I prefer to adventure with characters I would like to befriend in real life. Not always; just most of the time. Same here, I quite liked Sagani, and found her one of the more interesting characters. Don't much care for Kana tbh, though that may be a side effect of not caring all that much for chanters (besides the awesome dragons that wails chant). Really liked Pallegina too, so I'm glad she is returning. Aloth I could do without, and probably the main reason I tend to travel with him is that he's a wizard. Oddly enough, Eder felt a bit bland for a very long time, but he grew on me, particularly due to the companion quest (and fantastic voice acting). I'm glad a few of them are returning, and glad two of them are Pallegina and Eder, whom I like, and reckon it's a good idea that not most/all return. Wish we had more companions to choose from from an early stage of the game, as I don't tend to use companions from expansions and such. It's just too late, I have a set group then. Going back to BG for instance, it's nice to have a couple wizards, fighters and priests to choose from. Means you can go with more good/evil characters, and if you don't like one, maybe you'll like the other. I understand that making companions is a lot of work, mind you, but it would be excellent with more of them, especially early on.
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Project Eternity: Wiki
PangaeaACDC replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I've added some more stuff, mainly WM creatures and values for normal difficulty. Feels like it's pretty slow going. Images are needed, but I don't have those. One example, where I added some missing Vithracks. -
Project Eternity: Wiki
PangaeaACDC replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Is there a database for instance, so the wiki can somehow pull item (etc) properties from that, instead of users inputting their properties on every single page? That would make things a good deal easier. May not be technically possible, though, I don't know. Also, if you check for instance the Blunderbuss page: There is an error of some type in these tables (and I've seen it in many of them), where there is a SEPARATOR in most of the rows. Also, I'm not sure why there are two 'tables' with info about the weapon, one small up top, and a bigger one below the table. It looks a little strange. Suppose it's because the big infobox will screw up the white space on the page, so a wordaround is to put a bigger infobox below the table? About the Stronghold, I'm not sure if all the info there is correct. From what I can see in-game, I'm not getting temporary bonuses/penalties to prestige/security when guests visit, and I I've never seen the possibility of getting prostitutes to Caed Nua either. About values for items, would it be an idea to just use integer values instead of e.g. "600cp"? Maybe it would be possible to sort by value then, like on the Headgear page and so forth (value isn't listed there btw). Then again, if you click on edit source and look at the formatting for the table.... holy smokes!! Not easy to start working on a thing like that. Lots of comments off the top of my head here, but maybe some of it is useful -
Project Eternity: Wiki
PangaeaACDC replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think it's simply how the wiki system is set up, not this one in particular. Cumbersome to know what template and such to use when making new pages, links and formatting is weird. It was difficult to navigate to get to what info I needed; basically try to edit pages that looked decent, copy and paste, edit. Addtionally, the game files are often horribly structured, so getting to info that is needed/wanted is difficult. For instance, item names and item descriptions and properties aren't tied together quite often, and the quest files are also a mess more often than not. Would probably be easier if there were proper templates for typical pages, so we could just copy that and use it, or even better, if it was possibly to choose a template when making new pages, a bit like how it works in Word I suppose. Formatting is a lot of trial and error (preview edit preview edit, etc), because tables have weird syntax, and the same for various types of bold/headlines. The tables used for quest journal (10001 etc) was really awkward, and I gave up eventually (also because POE quest files are a proper mess). Sometimes links are even weirder than expected, for instance when I tried to create links to Durgan's Battery. The link ended up going to a disambiguation file, and I had to check another file, whereupon I shaw we're supposed to use a long link for it, so it gets Durgan's Battery (location). Looks like you simply need to know what 'codes' to use, like for enchanting and such. Sometimes items end up in the right categories, from what I saw, but sometimes not. I edited Archer's Gloves for instance, but on another page it didn't list the enchanting type that item is supposed to have (but maybe the code used was wrong, I don't know). Lots of small things I suppose. It's cumbersome and time consuming. And of course I want to try to preserve whatever practice has been used, and not mess up things. I do wonder why there aren't creature pages though (or are there, somewhere?), instead of 'top' categories of them. Looks like there are quite many 'missing' pages for WM1 and WM2 as well, like quests, talents and spells/powers/etc. Checking the Barbarian class for instance, and many of the WM introduced bits have 'redlink' pages. Looks like Boeroer has a similar opinion/experience, so I'm probably not alone in saying it's a little difficult. A fair few pages are listed as outdated, but I'm not sure what is outdated about them. Would be easier to fix if there was more info. News on the front page hasn't been updated for a while either, but then I'm not sure how important that is given it is POE2 news. -
Project Eternity: Wiki
PangaeaACDC replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
After many failed attempts I finally managed to create a user account, and have made some edits on the wiki. It's pretty darn cumbersome though. Wish it was easier and faster. -
I like 6 because I can fill out my group with more companions, and it allows for more leeway in terms of how you build your group. With only 5 people, there is less room for trying out various things. But it depends on what the plans are for the game. If the idea is that we're able to have temporary companions for bigger stretches of the game, maybe it's needed. Also for rangers. It did feel a little crowded when I used Sagani+Ituumak and 5 others.
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Two-handed sabers
PangaeaACDC replied to meppe's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
A two-handed Hollowborn? -
People not showing up at Caed Nua
PangaeaACDC replied to PangaeaACDC's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
That might have been it then, seeing as I have a prisoner. There does appear to be some minor bugs at times, though. For instance, Berolt showed up and I helped him out, but the stronghold screen said *NameError* (or similar), and on the end of the quest the report changed his name to *null*. Hardly game stoppers of course, but it's still frustrating to see stuff like this after so many patches. Likewise with spelling errors. -
I'm far from as experiences as you guys, but I find I only use a few cipher power, with Grieving Mother with a blunderbuss. Usually Mental Binding early for crowd control, then a shot to get more focus (or a shot initially). Then Amplified Wave to mess up the enemies some more. Sometimes Silent Scream or Disintegrate. Occasionally I use Time Parasite too, but not very frequently. Amplified Wave seems stronger for CC. About 80% of my powers are never used -- at least any more. Of course I used Tenuous Grasp and such at lower levels. The beams seemed like strong weapons, but often they wind up a bit crap for me, because they depend on having your team in just the right positions.