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The Outer Worlds 2
DanielPaul89 posted a topic in The Outer Worlds: General Discussion (NO SPOILERS)
Dear Obsidian In response to your fantastic game, please consider my priority list for The Outer World 2. Please please include; Customisation of the SHIP! or possibly the ability to build a ship from scratch!? A Player Home: How about we can terraform a moon and build a settlement/moon base? Implement some of the 'build' software from Grounded? More of ADA! And generally more of everything! More planets, moons, stations - a new star system maybe? Awesome work! Love this game! Everyone boycott Bethesda and all hail Obsidian!! P.S. - Please join forces with CD Project Red and make an epic open-world high fantasy game to rival the burnt out franchise that is The Elder Scrolls? Further suggestions encouraged in the comments..- 6 replies
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First. This is an AWESOME game, I only find myself wishing for more. The only bug I have encountered would be the following. If you return to the communication station where you get Frey's Bar Cart, it vanishes from your cabin. Go back to the station and it is there. I have not found a way to get it back onto my ship. Once again, awesome game, I'm having a blast.
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Hello guys, I have some questions regarding ship combat and i'm hoping some of you guys can elaborate on it. I'm playing with the 5.0 patch, all DLCs and on PoTD. I've dome some searching but I either couldn't find an answer or it was related to an older version (so, it's possible that what info I found, it would not apply). What little ship combat I've done (i've yet to pass level 10, as i suffer from restartis) I've enjoyed greatly. Looking at wiki and the shops in Neketaka I though of some 'build' or rather theme. 1.I'm set to either buy the Dhow or the Galleon. It's purely based on looks. What do you guys think of them? 2.I'm interested in the Wyrmtongue cannons (the Magranite ones not too much, as they require getting too close for comfort). Strategy would be (at least in my head) to hit grape shot (above deck) and disable as many enemy crew as possible and incinerate their ship, then close to finish the job. Now, is there any 'specialty' to the fire cannons? What makes them different from the normal ones and are they worthwhile? Thanks!
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I saw this on reddit last night. It looks like they are re-vamping ship combat: So apparently you can: 1) Board for no damage. 2) Enter ship combat as per the norm. 3) Intimidate to gain money/resources without combat. 4) Parley to try and get ships to stop attacking you without combat. Looks pretty snazzy. I hope they will fix ship combat to avoid loosing some unique items if you choose to not board. EDIT: It appears that this was part of the patch that got rolled back that also included turn-based combat.
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Kind of amusing. Crew must be super hungry and thirsty. Anyway, sometimes when I reload a game, the crew will eat and drink absolutely everything in one shot. Not the usual allotment per time period. Also it'll sometimes charge me many many times for their daily wages. I've seen $4000 before. Attached is a screenshot of it. In this particular case it also debited me $3000. Usually I just reload again and it works correctly: no debits at all, just my game the way I left it. This time, however, I got it 4 times in a row trying to reload. I can't upload the save due to forum limits so here's a link to the save file if you want to try and repro it (expires in 30 days). It's my quicksave. I've been getting it by just hitting F9 to quick reload.
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Hi, I don't post often but I have had some time on my hands and was crunching a little bit of data on cannons and am sharing that here. Please let me know if you have any issues getting to the image. [Attached] (tried to put the link in here but I am not allowed .png or .jpg extensions. I'll read on what I can do some more and see if I can get the image in here). https://drive.google.com/open?id=1eHih8eyfU7Q11i80PUeAk8o2VeihJaFE This is a heatmap for each cannon's damage out to 24 turns. This does assume 100% hits which while that is not how combat usually goes, it does allow you to see the potential of each cannon and have a level field for comparison between them. I do not take range into account here, only optimal damage over time. Also in the folder is the Excel file which has additional data and you can see how I did the calculations (I am sure there is a cleaner way, but I need to put some more thought into it). IMO, when choosing a cannon for your ship you need to take into account how you intend to wage your battles. If you want to get to shooting right away you need to pick a long range cannon like the Iron Thunderer or the Imperial Long Gun. Or, you can brave a rush to close quarters and unleash massive damage with the Magranite Flamethrower. However, be advised that if your ship is slow, or has no hull upgrades you may find yourself in Ondra's cold embrace. I think there are only a few "bad" choices here, again use tactics that optimize your cannon's potential. The Aedyr Channel Gun to me is one of the worse choices, if you want long range cannons get the Imperial Long Gun rather. Observations I and others have made: If you are going to board keep an eye on the number of crew the opposing ship has. Use grapeshot to reduce it and time the boarding action when this number is small. I find that having shorter ranged cannon is advantageous to this, and that it doesn't seem to matter how powerful the cannon is with grapeshot (unless you hit the sails with it instead of crew). If you find that your chance to hit is low there are two things I know can improve it. Hold for one turn prior to firing. And, make sure the range is between the minimum and maximum range listed for your cannon(s). Oh, also the skill level of your cannoneer is key. Choose a cannon that matches the jibe speed of your ship, remember the reload you are measuring is between your first shot and the hold prior to shooting "that" broadside again. If you are up against a much higher level captain or a crew too big to overcome in a boarding action use chain shot to immobilize the ship, then you can either escape or use cannon balls to sink them. Fast ships, like the Defiant and Voyager, are harder to hit and can both close for a boarding action faster and, if needed, have a better chance to flee the engagement. The Voyager's unique front/rear cannon allows you to keep a slim profile while taking out the enemies sails and/or crew. more to come... Thanks for your contributions! 1TTFFSSE Kaylon thundercheese Oriz I hope you find this useful. And, I am happy to respond to any questions or receive any comments or constructive criticism. -Toadbat Edit Log: 8/2/2018 - Updated title; cleaned up some grammar; attached heatmap; added additional observations and credits
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I have three crew members currently resting on board my ship, I also have a surgeon assigned, and I cannot see any progress in their being healed. E.g one crew member has 5 days remaining on a leg injury (says +20% heal rate)...after 'waiting' for over 26 hours with a surgeon assigned and her resting, this time does not change. My medicine supplies remain at 100. Hope that makes sense! Maybe I've missed something, apologies if I have! Tried to upload save but says filesize is too big Thanks! Willem
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When I switch from the sea map to the ship the companions currently in party do not appear on the deck. Workaround: walking belowdecks and back outside makes the party members spawn.
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Here is a screenshot of my problem. https://steamuserimages-a.akamaihd.net/ugc/912423523919420114/D3BE348E52A6C0E5533E2FA6E2695ED0B0FC98CB/ I just started Act III. I am on my ship now, but I can't do anything besides go below deck and/or talk to everyone. The button that allows you to access the navigation map has disappeared. I am stuck here. Is there a fix for this or any way around this problem? Unfortunately the game has autosaved in this state and my most recent manual save is about 20 hours ago.
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So my first character in POE 2 is your, typical good guy, he helps everyone and generally tries to please everyone. I'm currently on good terms with all factions, even the Principi pirates and my problem is, I can't find anyone to engage in ship combat. From my understanding, all NPC ships are part of one of the factions, but if I'm on good relations with all factions, no one will attack me? I managed to get attacked by a slaver once but that was it. I don't want to attack pirates either since I want to stay on good relations with all factions (if that is possible).
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Not sure if this has been reported yet, but if i talk to Luca on my ship after recruiting him, i can go through the same dialogue to recruit him, and it just makes more lucas appear in the crew listing.
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I can not initiate ship combat anymore. I sail up to a merchant ship, click attack, hear the battle music, and no combat happens. I keep sailing and hear the battle music. I have tried to attack multiple different ships with the same results. Seems unaffiliated ships are the main issue. I can double click on ships that are not unaffiliated and initiate attack.
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I've got a bunch of different faction colors and was wondering... Does it matter which flag I use when attacking ships? Do flags have any impact on reputation with the attacked faction (like losing reputation attacking Vailian Trading Co ships with Watcher colors)? I know that a flag can be used early on for a quest and there may be more of those. What I'm curious about is the open world naval combat impact.
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This is a non-sporadic crash, at least for me, I have attached an error log. Apparently some game module still refers to steam even though I play the GOG version. The steps are as following: - go to the ship/world map - enter party management, dismiss your companions. - grab another set of companions - equip them etc. - re-enter party management and re-select your older companions - game crashes. The only way to move forward with this is to SAVE before re-entering the second selection, so that you can either exit or let the game crash, reload from where you were and then select your crew again, i.e. don't select a party two times in a row, I guess. If you do that it's not game breaking but it's still a pretty concerning bug. I am attaching the crash dump, the error log and a savegame you can use to reproduce the crash can be found here: https://www.dropbox.com/s/6y1gdx1p85ffecg/MyCharName%20%28a9b95203-c1cd-4dd8-9d0b-a67ce81398e7%29%20autosave_0.rar?dl=0 error.log.txt crash.dmp.txt output_log.txt
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I'm seriously confused about the crew numbers listed in ship battles. Seeing a ship with 4/16 crew, I thought it might be nice to test the boarding function and see how it works expecting there to be 4 crew members on there. However there were more, about 3 times more. Here is the example: Pre-boarding, Pre-boarding, Boarded So... how does this work? Is 4/16 just the number of people running the ship and they could have a million hiding in cargo? Is 4/16 a guesstimate of the Navigator that gets better with more experience? I'm staying away from boarding at all costs now that I've seen what they could spring up on you. Any info on this would be helpful!
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Description: When starting a naval battle, the player character is always at the front. This is utterly game-breaking for some builds on PotD, and inconsequential on others. I've had to start a new play-through. Steps to Reproduce the Issue: Play a character, rearrange the party formation, then start a naval battle. How you set it up has no impact on how you load into the battle. Savegame: Can't attach, on a completely unrelated note, my save games just corrupted. Maybe because I have two characters with the same name? Not sure, gave up on that play-through anyways. Sytem Specs: Not related to the party formation issue. Screenshots: Can't load into it any more. But it's simple, MainChar, is in the front, should be in the back. Every time, no matter how I move them around.
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(Note: The purpose of this image is only to support the crowd funding of our pirate crew. By no way does it make any decisions on the Black Isle Bastards' ship. Credits for the font used on the image go to Raymond Larabie: http://www.1001fonts.com/vinque-font.html#license Credits for the image go to: https://de.fotolia.com/p/205428757 ) Ahoy mateys! We have had a lot of support from Obsidian, making the Black Isle come true and creating the Black Isle Bastards forum badge for us on this forum. Now, we would actually like to make the Black Isle Bastards come true in Pillars of Eternity 2. We are therefore collecting money in another thread, and some people have already generously donated to our cause. So at this point a huge thank you to Obsidian Entertainment and to our donors. Our next step is to discuss our ship, how else can the Black Isle Bastards sail through the Deadfire Archipelago and reach their destination, the Black Isle? This is what this thread is for. You can vote in this thread and comment on the subject of the ship of the Black Isle Bastards! Also feel free to make new suggestions about the the ship at any time! Note: As always a poll like this serves simply as suggestions to Obsidian and Obsidian is in no way bound to the results of this poll. For the first question see the links below to get more information of the different types of ships: 2.) Barque 3.) Sloop 4.) Brig 5.) Brigantine 6.) Canoe 7.) Caravel 8.) Junk (Ship) 9.) Pirogue 10.) Schooner 11.) Frigate See you on board, mate!
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Early in the PoE2 crowdfunding campaign, I made some suggestions to Feargus that he really liked. I decided to put those on here so the devs would be able to find them easily if they wanted to use them. I also ported over a few stronghold suggestions that I made for PoE that Aarik and a few other Obsidian types liked, but couldn't implement because it was too late in the life cycle of the game. Feel free to comment and add suggestions of your own. If I like them, I'll be sure to add them into this post (with due credit to you). Stronghold: Personally, I'm hoping for something two-fold - a Tortuga-like island that is your actual base and of course your ship, both of which can be upgraded. You could use the ship upgrades to gate off areas of the map you don't want players to get to (ie stronger design upgrades to negotiate stormier areas or some such thing). The island would be where you conduct the vast majority of your traditional stronghold business. Plotlines: If you do a couple of plots akin to "The Master of Caed Nua" (and I hope you are), the only real suggestion I have is this: it was way too easy for players to finish that plotline without having mustered the cool alliances that made the final battle easier and more epic. Now that you'll be crafting out stronghold plotlines right from the start, work on building them out so players most likely will have encountered and acquired such resources so they can bring them to bear. Oh, and just to throw in a shout-out to the Black Isle fundraising effort: provided we secure the funding, have the Black Isle Bastards be one of those battle resources to call upon! Player characters: Holding court was one of the most fun, "epic"-feeling elements of PoE. It was great how your party could contribute, either in dialogue or participation, to the resolution of those interludes. If you are looking to take those encounters to the next level, consider having a couple of the party characters have parts of their quests intersect with stronghold activities like this. Sidekicks: While I get that sidekicks are not full companions nor do they need the full companion treatment, I have seen some players (and admittedly I feel likewise) clamor for something beyond how they have been initially pitched. The stronghold offers a great opportunity to meet players halfway on this. There should be at least one quest/event for each companion out there in the game world, and some of those could easily be stronghold-related, be they interested visitors, quests given by the sidekicks while at the stronghold, some kind of relationship between one of your captured prisoners and a sidekick, etc., etc. Hirelings: I was always a little disappointed that I could build an ampitheater, hire a scald, and then...nothing come of it. Think of a few ways to make the stronghold interactive, particularly with a combination of hirelings and locations within. Likewise, everyone I know who has played the game enjoyed the way you could recruit folks like Korgrak or ambassadors of allies to join the hireling crew. Keep that up. For unique characters like Korgrak, think about how they could have follow-up quests in the form of stronghold events. If you do make alliances in the game, have those ambassadors weigh in on your decisions, just as a way to keep the players on their toes. It doesn't have to impact the game at all, but it'would be very cool to see other nations or groups' representatives react to your play style. Forumite Blotter hopes we'll be able to recruit our unique Caed Nua visitors, and I do, too, but I have the sneaky suspicion that Obsidian will say that Eothas soul ate everyone. In defense of my pal Korgrak, though, I'm going to say that he missed all that because he was out on the trail with the Warden of the Wilds, so he's ready to go for PoE2. ;-) Pets: Whether just in your house or around the whole base, make it so that your excess pets can be seen wandering around. And since this is a sequel, don't be afraid to consider something unexpected and cool like "sequels" to some of these pets. What if another wizard comes looking for Concelhaut's skull? What if your baby lagufaeth has grown up a bit and can now be a hireling or plays some key role if there's a lagufaeth-related questline? And just to cement his legacy as your world's Boo, there should absolutely be some kind of wild quest or stronghold event around the Miniature Giant Space Piglet. Upgrades: Build some reactivity in the world to the upgrades, where random NPCs might remark upon new base or ship features. To reinforce what I wrote in the hirelings section, have some of these upgrades make the stronghold come alive. To use the ampitheater example, Suikoden III had a stronghold feature where you build a theater and stage plays. Two of those plays were based on events from the first two games. In the case of a game like this, you could easily port over player choices (or settings) from PoE that tell a PoE story that reflects the player's experiences. Stuff like that. Forum user DigitalCrack reminded me of an idea that others want: a class-specific add-on. My suggestion there is to choose one area of the stronghold and have any class specific design slotted in there. Also have it accompanied by a hireling (who doesn't count against the # you can hire) and have at least one quest, even if it's just a "choose your own adventure" type, associated with it. Forum user Algroth suggested the idea that some upgrades have variants that allow you to really customize the stronghold. Items: This was the part that Feargus most liked. Over the course of PoE, I acquired some legendary weapons, armors, and grimoires. However, they sat in boxes and on shelves, meaningless. Have it so that certain items add to your prestige and/or security. Make it so that possessing unique items or books might trigger quest lines (a family wants a heirloom sword you found) and stronghold events (a scholar wants to study that orb you discovered). There can be a museum where you display certain items. The library can highlight certain books that you possess. Events: While I envision the island as having 90% of stronghold-related events, you can still surprise with some ship-based ones. Perhaps a treasonous crewman can be made to walk the plank! Plus, I would be remiss if I didn't suggest that one of the events be a ghost ship encounter. Would also suggest one of the sidekicks come from it. ) One pie in the sky idea I had: if it isn't too huge an issue, you could implement a "multiplayer lite" option. Namely, have players be able to send a messenger to another player. This will trigger a unique one-off quest, again even something as simple as the Choose Your Own Adventure style, that the player receiving the messenger could resolve and send back. Nothing more than that, but a fun way to share in the journey with friends without having to build a full MP architecture. Another benefit of doing this is that it builds out the community: people would come here to look for folks to connect with the get the mission and hopefully stick around and participate. One thing referenced by others below and that I've definitely heard feedback on: people want more out of the prisoners, be they interactions in the dungeons, trials, or events. That was a popular feature especially in the early PoE build that showed how deep the stronghold might go, so it's definitely a place where you should look to expand. Forumite Kirk raises a good point that for events like attacks on the stronghold and the Battle of Yenwood, the PCs not in your party were nowhere to be found. Something to consider addressing for similar sequences in Part 2. Economics: Forumite Tanos and others have mentioned that the economics of Caed Nua were a bit wonky and that the new stronghold should have a better system, ideally with player choice and opportunity to drive economic success. Forumite Fardragon suggested that if ships are involved in the stronghold calculus, that they could be used in goods trading.
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