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Just some funny and odd things

Things I have discovered playing DS1, DS2, Broken World and DS1 maps in the DS2 environment.

I think I have discovered why the designers of the game limited the range of weapons to no more than 15 meters. When I enter a castle or other multilevel structure with a six pack of rangers in rampage mode if they are equipped with long range bows they will randomly shoot through floors, ceilings and walls at the bad guys hiding on the other side. This can be quite annoying when you are faced with oh ten or so Seck standing in the same room, but if not it can be quite useful as they just might kill a surprise that was waiting for you.

When I to open using a long range bow I will shoot the monster just once or twice to make him run toward me, when it gets close, I let my other rangers kill it while I tap another monster. This way all the goodies end up in a pile which makes thing easier to pick up.

Most Royals in the maps tend to be cowards, you find them hidden in locked rooms, they tell you to save Kingdom while they continue to hide and pray for you to win. Yeah with a group of eight or less (depending on map, and which game environment) against thousands of creepy things that go bump in the night. The only thing that even comes close in the real world is a seal team in a war zone. I think the way to limit wars in the real world would be to make all the leaders who have conflicts fight each other hand to hand. "Run away you evil ruler, I have my stapler and it is loaded!" "I am not afraid evil ruler for I have more paper than you have staples and I know how to give paper cuts!"

Why does DS2 only ever make 5 backup copies of the party and radar, when ds1 would save each time you clicked save. I guess that was intended to be an improvement?

Why does DS2 require 22 different images to make one piece of body armor, where DS1 only required 1. I guess that was another improvement.

Why when you build a map for DS2 and Broken World have this issue? all three levels work mercenary, Veteran and Elite work in DS2 and you only get mercenary when running the same map in Broken World.

I am starting to believe that Broken World was not just because the last age went poof, but a joke on us by the programmers of the game.

Elf

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I can picture rulers fighting in my head as a scenario similar to Monty Python and the Holy Grail when Arthur comes to the French castle. "Go away or I will taunt you a second time."

Quote:

Why does DS2 require 22 different images to make one piece of body armor, where DS1 only required 1. I guess that was another improvement.

22 images, huh? Why yes, that does seem better than 1... *rolls eyes*

Although I wonder if the DS2 armor has more detail to it? Having never played it beyond the first 20 minutes or so (blush) I have only sketchy memories of what the game looks like. I guess I will be finding out soon as I recently located my copy.

The main change was DS2 letting the girls show a bit of skin (and the boys, but I don't care about that). So you needed a separate texture for each skin color. Was that really 22 colors? Or male and female maps differing and doubling the total?

I've done armors for Oblivion, which uses a separate texture map for the skin, and always uses the character's own texture for that. You'd think that would be a big factor in reducing the size of the program, but the way it works there requires a separate mesh for each color of an armor. The texture names are part of the mesh definition, instead of being in a template that points to both mesh and texture. So it uses less textures, but more meshes, and they cancel out. What makes it really dumb is that they do have templates, and use them to associate inventory icons and ground armors etc. but didn't take the extra step. Not Bethesda's fault, they inherited that mistake with the .nif format they adopted, unless the error was choosing that one.

Anyhow, most of the work in making those 22 for DS2 goes into the first one for each gender. If you have the base nude skins, then all the rest are just a matter of pasting replacement layers in Photoshop or GIMP.

ghastley wrote:
The main change was DS2 letting the girls show a bit of skin (and the boys, but I don't care about that). So you needed a separate texture for each skin color. Was that really 22 colors? Or male and female maps differing and doubling the total?

I've done armors for Oblivion, which uses a separate texture map for the skin, and always uses the character's own texture for that. You'd think that would be a big factor in reducing the size of the program, but the way it works there requires a separate mesh for each color of an armor. The texture names are part of the mesh definition, instead of being in a template that points to both mesh and texture. So it uses less textures, but more meshes, and they cancel out. What makes it really dumb is that they do have templates, and use them to associate inventory icons and ground armors etc. but didn't take the extra step. Not Bethesda's fault, they inherited that mistake with the .nif format they adopted, unless the error was choosing that one.

Anyhow, most of the work in making those 22 for DS2 goes into the first one for each gender. If you have the base nude skins, then all the rest are just a matter of pasting replacement layers in Photoshop or GIMP.

There is one for when the armor is on the ground (which I seldom do)
There are 9 female skin colors so 9 copies of the same armor
There are 6 male (elf and human)
There are 3 half giant
There are 3 dwarf
If my math is right that is 22 but Elf math is always suspect.
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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.