Gothic 3
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LuckyStrike




Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
PostPosted: Fri, 17th Apr 2009 20:03    Post subject:
JBeckman wrote:
http://forum.worldofplayers.de/forum/showthread.php?t=583713

Final update 1.71, can continue with old savegame, quest pack (German version out already) will however require a new game once it's translated and released.


Thanks JB, by oldsave i can only guess it means the saves from 1.70 and not from 1.12 Sad

Ruby blade? why not the blessed paladin blade or the bastard sword? they do much more damage with that same treatment Question
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inz




Posts: 11914

PostPosted: Sat, 18th Apr 2009 19:23    Post subject:
JBeckman wrote:
quest pack (German version out already) will however require a new game once it's translated and released.


Any ETA given for this? Might as well wait for it if it's gonna be out in a reasonable amount of time.
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Glottis
Banned



Posts: 6313

PostPosted: Sat, 18th Apr 2009 19:45    Post subject:
Code:
- The installer will not uninstall the game X3 anymore.

Laughing


C2D E6750 @ 3.2Ghz, 4GB 800MHz DDR2 4-4-4-12, GeForce GTX 260 c216 OC 896MB, 3.2TB, Windows 7 Ultimate x64

Xbox 360 Elite, PS2 Slim, Xbox
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inz




Posts: 11914

PostPosted: Mon, 20th Apr 2009 18:20    Post subject:
Ah shit, I knew I shouldn't have test played, "just a little bit to see the mechanics and skill trees." Level 14 now... Razz

Ah well! This game's great, tweaked the ini some and the annoying blur & low res distant textures are completely gone, so it looks superb as well. The game world sure is huge, I've mostly been hunting and exploring and I have seen only a fraction of the whole map so far.

One question tho: Is it worth saving these alchemy ingredients with permanent effects or just use them as soon as I get them? I mean if I brew them when I get the permanent potions skill will they have boosted/added effects?
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LuckyStrike




Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
PostPosted: Mon, 20th Apr 2009 20:53    Post subject:
The effects are the permanent points,just 2 or 3 points more than chewing the ingredient.. Razz but you might want to save them because the same ingredients will be used for various potions, ence its best u keep em, for using later on the potions for the skill u need most at that time

edit: allready a master smitty and alchemist ( pretty good for raising money) Very Happy
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inz




Posts: 11914

PostPosted: Wed, 22nd Apr 2009 13:00    Post subject:
Damn this game owns.... IT OWNS.

Oh and the community patch adjusted those perma potions btw., old attr. increases in brackets:

Permanent potion Attribute increase Gold
Hunting skill 3 (2) 800
Strength 3 (2) 800
Life energy 8 (4) 800 (600)
Mana 8 (4) 800 (600)
Endurance 8 (4) 800 (500)

Still not sure whether I should get the skill or not, I need to start saving the points now if I'm going to get some of the spells later on. For the early levels I concentrated on hunting and misc. skills for some quick buck, but now that I found the bastard sword recipe (talk about op, 10x iron ore and 1 x steel thingy and the sword's worth over 5k, rofl?), I guess I could've skipped those.

About the melee skills - Did you guys go with sword and board, 2handers or dual-wield? I noticed the DW skill trainers are all in the desert or wherever, so I reckon that's an option only for later. I figured I'll go with 1h and shield until that, but is dualwielding worth it really?

The way I see it, since it sacrifices defense (1h&shield) and range (2h), dualwield should do some pretty nifty damage but in RPG's it's almost a rule rather than excuse that dualwield - in the end - just isn't all that great.

So does anyone know the detailed mechanics for how the damage is calculated, ie. full damage from mainhand and 50% from off-hand or?

Edit:

I really don't see the point with the pickpocketing skills since you can just beat people up and grab their stuff. Not sure I see the devs' reasoning behind this, but oh well, makes grabbing the stuff I want all that easier. Laughing
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Wed, 22nd Apr 2009 18:45    Post subject:
inz wrote:

So does anyone know the detailed mechanics for how the damage is calculated, ie. full damage from mainhand and 50% from off-hand or?

From what i remember reading and from what i've played, dual wield damage is the same as 1H+shield, you strike with the right hand weapon then again with the left hand weapon with no speed increase. Dual wielding only gives you new fighting moves.
However, there's a catch. If you use 1H+shield, the moment you get the third upgrade for 1H you'll start to KD mobs, wich is extremely annoying. What i usually do is get only the second upgrade for 1H and then wait until i can get the third one and the dual wielding skill together so i can fight with no KDs. For master 2 weapon fighter you need 75% rep with Hasishin to get it from Ishtar.
Ofc this is a simple answer hence i cant find that link anymore <_<


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JBeckman
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Posts: 34981
Location: Sweden
PostPosted: Wed, 22nd Apr 2009 18:48    Post subject:
Just a slight comment regarding this.

Quote:

I really don't see the point with the pickpocketing skills since you can just beat people up and grab their stuff. Not sure I see the devs' reasoning behind this, but oh well, makes grabbing the stuff I want all that easier.


With the master pickpocket skill you can now steal items and such from towns without alerting the inhabitants and risking everyone going hostile if you take too many items. Smile
(Of course if they still see you doing it the above is voided, need to remain undetected when stealing.)
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inz




Posts: 11914

PostPosted: Wed, 22nd Apr 2009 19:43    Post subject:
Ah right, well I've never had to actually deal with that yet - I usually grab most of the good stuff, but so far the 'Make Excuses' skill has served me well.

Even so, think I'll skip the rest of the Thieving stuff now that I have Bargain - so many things to spend LPs on. Smile
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LuckyStrike




Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
PostPosted: Wed, 22nd Apr 2009 20:07    Post subject:
Guess i will be back to this after stalker clear sky. Smile

Offtopic: Almost died 20 min ago, and old hag freak-woman with a huge van just entered my side of the road when i was driving along Shocked i entered in complete slide into a gaz station almost killing 2 guys parked and more 3 scared to death into a heartattack Very Happy OMFG how do these ppl get a licence, glad i got a race car of sorts Cool , otherwise would be under the van right now..

sorry just had to get that off my chest. Going to get drunk now. Cheers.
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inz




Posts: 11914

PostPosted: Wed, 22nd Apr 2009 20:17    Post subject:
If you want better graphics btw., try these values in ge3.ini:

Entity.ROI=12000.0

Render.PrefetchGridCellSize=20000

Render.DOFStart=20000.0
Render.DOFEnd=30000.0

DistanceHigh.fFarClippingPlane_High=20000.0

VegetationViewRange.fViewDistance_VeryHigh=12000.0


Using those values pretty much eliminates the blur and the annoying low-poly terrain that you normally can see quite close to you (they're still visible in the horizon, but not nearly as much of an eyesore). You could edit the values for even higher high-poly terrain visibility (worked fine even at max range 30000 for me), but there's some side effects I noticed so 20000 seemed like a good balance point.

Speaking about graphics, there doesn't seem to be anyway to enable AA with ATI cards? Weird that they never fixed that, since I remember AA being broken back at original release, and someone was discussing the same issue in one of the latest CP patch threads.
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inz




Posts: 11914

PostPosted: Sat, 25th Apr 2009 14:26    Post subject:
Heh finally got around to buying some of high-end spells and I don't think I'll bother with archery or melee that much anymore... Razz

The Rain of Fire or whatever is completely sick - I went outside Vengard to test it and sweeped through the orc army there without breaking a sweat. Can't wait to get the rest of them, so far I've only some of the utility spells like Amnesia and Sleep plus Summon Demon (which is another imba spell).
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Hero98




Posts: 285

PostPosted: Sat, 25th Apr 2009 14:36    Post subject:
inz wrote:
Speaking about graphics, there doesn't seem to be anyway to enable AA with ATI cards?


Nope, doesn't work, no matter what you try. I've tried numerous things including ATi Tray Tools and renaming the .exe and stuff. No dice.
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JBeckman
VIP Member



Posts: 34981
Location: Sweden
PostPosted: Sun, 23rd Aug 2009 05:32    Post subject:
http://forum.worldofplayers.de/forum/showthread.php?t=659351

Details on a final 1.73 update, a few additional effects and some improvements, unfortunately the "quest pack" won't be translated anymore due to some reasons.
(There's a ton of German mods actually but few are translated or worked on for the English version / community - http://forum.worldofplayers.de/forum/showthread.php?t=593683 .)
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Dhaos




Posts: 320

PostPosted: Tue, 29th Sep 2009 18:36    Post subject:
1.73 set for release tomorrow (30th September)

might actually get around to trying this out why waiting for a real english release of risen.
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Mister_s




Posts: 19863

PostPosted: Tue, 29th Sep 2009 19:22    Post subject:
Damn. There are still CP's being developed?
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Tue, 29th Sep 2009 19:25    Post subject:
Yep, this is the last one though


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Ancient78




Posts: 518
Location: Unknown
PostPosted: Tue, 29th Sep 2009 19:53    Post subject:
1.73 changelog :

 Spoiler:
 
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Wed, 30th Sep 2009 07:02    Post subject:
it's out


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JBeckman
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Posts: 34981
Location: Sweden
PostPosted: Wed, 30th Sep 2009 07:15    Post subject:
Nice, here's a link by the way for those wondering where to get it. Smile
http://forum.worldofplayers.de/forum/showthread.php?t=683897
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Paintface




Posts: 6877

PostPosted: Wed, 30th Sep 2009 08:37    Post subject:
worth to play this game? i speak english and german perfectly so am i adviced to get german instead of english ?
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Tue, 6th Oct 2009 15:57    Post subject:
Btw here's a mod adding <ingame map locations> for the main quest items/artifacts and some important npcs (like Xardas); link


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JBeckman
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Posts: 34981
Location: Sweden
PostPosted: Tue, 6th Oct 2009 16:04    Post subject:
Quest pack 4 out for the German version.
http://www.patches-scrolls.de/gothic3.php#q4
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lhzr




Posts: 3902
Location: RO
PostPosted: Tue, 6th Oct 2009 16:05    Post subject:


Last edited by lhzr on Thu, 24th Dec 2015 13:50; edited 1 time in total
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JBeckman
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Posts: 34981
Location: Sweden
PostPosted: Tue, 6th Oct 2009 16:13    Post subject:
Yeah some of those quests can be a problem if you don't know about the location beforehand (Noticing named creatures or a cave or such stuff.)

Mostly the quests are close to what and where you need to be to complete them but of coruse there are exceptions
(I wonder if anyone, when the quest was fixed in a community patch update, had the patience to find all twelve chalices without using a guide or cheating, some of the escort quests were difficult as well plus of course some of the main story quest like actually finding Xardas effectively not to mention the divine artifacts.)

Hell even finding all the teleport runes were a problem as some were located hidden in the town, some outside the town and two were carried by other people and I believe one was owned by a person so you had to try and steal it.
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lhzr




Posts: 3902
Location: RO
PostPosted: Tue, 6th Oct 2009 16:15    Post subject:


Last edited by lhzr on Thu, 24th Dec 2015 13:50; edited 1 time in total
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Mister_s




Posts: 19863

PostPosted: Tue, 6th Oct 2009 16:18    Post subject:
I don't remember having such problems in Gothic 2, the quests in that game were also a bit vague though. It did have a smaller world, that might be the difference.
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BaronOfHell




Posts: 666

PostPosted: Tue, 6th Oct 2009 16:19    Post subject:
lhzr wrote:
is it the same in gothic 2? i keep hearing how it's better than the 3rd, but what about these mapping problems?


Its the same in G2 but finding your way around is never a problem if you listen to what NPCs have to say.


Steam - The Poopflinger
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JBeckman
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Posts: 34981
Location: Sweden
PostPosted: Tue, 6th Oct 2009 16:20    Post subject:
Gothic 1 and Gothic 2 are even tougher in that regard albeit the landmass is smaller and the quests are a bit more centered.
(Still getting a vague quest in Gothic 1 about "impressing the shadow group" or finding the new camp or swamp camp can be difficult, even more so as you are a total weakling compared to Gothic 3.)

EDIT: Answered by the above posts. Smile
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Tue, 6th Oct 2009 16:26    Post subject:
lhzr wrote:
aren't there any mods that, after you get a quest, add the needed locations to your map for it?
i don't have months of free time to spend wandering around with only vague clues as to where i'm supposed to go.

NO! main quest is all you get! play more work less!


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Last edited by Vikerness on Tue, 6th Oct 2009 16:26; edited 1 time in total
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