04-30-2001, 09:01 PM | #21 |
Drow Warrior
Join Date: March 6, 2001
Location: Mesa, AZ, USA
Posts: 295
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Just wanted to clarify on Saving while in town.
Technically, you do not have to save while in town, because everything you do is "saved" already. There is no option to save, the disk button loads a new game instead of saving. However, if you quit while in town, when you load the game again and go to the inn, your characters and your game should be just as you left them when you quit. For example, If one of my characters buys an item, then I quit the game, the next time I load the game I can just go to the Inn and he will have that item in inventory. There are a couple of problems with this tho. If I quit while in town, then load a previously saved game, there is no way to get back what I had done. Also, there are times when equipment has dissappeared when I have done this. I agree with Sazerac's recommendation. Leave town, then save. Your characters will thank you for it. Knarfling |
04-30-2001, 09:08 PM | #22 |
Ironworks Moderator
Join Date: January 7, 2001
Location: Monroe, LA
Age: 60
Posts: 7,387
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Thank you for clarifying that, Knarfling. The fact is, the Inn is very bad about "gobbling" things up, including valuable quest items (like the Mavin sword itself!) On the other hand, it's been known to grant great boons (like unlimited gold). So it's a grab bag. I'd say use it with trepidation.
-Sazerac |
04-30-2001, 09:35 PM | #23 |
Dungeon Master
Join Date: April 28, 2001
Location: Newmarket, Canada
Posts: 73
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ooOOoo Thanks Saz! I get it now!
Oh..I got it and I'm installing it as I type this..plus I got my new optical mouse, speakers, and mem set up too! |
05-02-2001, 05:28 AM | #24 |
Red Dragon
Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
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Sazerac,
really, I do not like the game at present. Nevertheless, I want to see whether am I right with my judgment. Perhaps I am not, I will see. As far as the realization is concerned, even the diluvial games solved their problems much better than W&W. The problem is not in features, the problem is in their implementation. You cannot compare M&M or TES with W&W. The first ones solved their problems far better way than the last one. Why? Why do only the "action" elements work somehow in W&W? Why are many of them implemented at all if they are completely unusable in an RPG? An example: picking up items by running through them. This is functional in a Doom because the items are always ammo for your pocket nuke launcher, but this is not functional in an RPG. That's exactly what is irritating me: you run into serious troubles every time you want to do something "non-action" - level up, cast a non-offensive spell, get a quest and so on. Fighting monsters works. Casting offensive magic works. Running through dungeons and clicking levers work. |
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