Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 01/12/2018 in all areas

  1. I just added the hint to use ctrl and left mouse to attack it. I guess its fine now. Damn I really wanna hunt legendaries right now^^ Too bad I killed my 172 HC seraphim two days ago and a new seraphim on level 25 when I tried out the Challange mode from the Enhanced Edition yesterday. Gonna start a new char now and keep you guys updated
    2 points
  2. I recently updated the game to cm patch 1.60 and installed the s2ee as well. I had the previous version of enchanted spells and I had some personal tweaks for some of them which requiremed me to edit the global.res file. I had no problem with the spells.txt file but I cant seem to be able to edit the global.res file What I did was: 1. Run s2rw in the locale en folder. 2. Decode and get a notepad with all in game texts 3. Replaced in notepad whatever needed replacement for my tweaks 4. Encode with the "all texts" option. 5. Make a backup and delete the old global.res file, renamed the new one as global.res However when I enter the game none of my changes appear and if I decode the global.res again its just like the original one. Is there something im doing wrong? NOTE: I found one of my old edited global.res ( the one with new EN etc in its name ) and it had a + sign ( unlike the one I did today ). I dont know what that means. Beside that, I tried to copy the classic icons from the first enchanted spells mod and they dont change at all. Id appreciate any help. Thx. EDIT: Managed to solve the global.res problem after checking all the posts about it again. I didnt run the encoding from the system folder. Still trying to change the icons with no result. EDIT 2: unlike in the first version of enchanted spells, the spell and runes icons were in a zip. Didnt notice that in the first place. Everything is solved now.
    1 point
  3. hell, what would I give to be able to play on the old hc servers again.... with everything I know now
    1 point
  4. Great to see you managed to work this out for yourself. It's also great seeing you posted what you did wrong here for others to learn from / follow if they make similar mistakes in future.
    1 point
  5. Shadow Step can do much more than one might imagine, indeed. For there is a way to "map jump." One may see the results of some of my journeys here, beginning about half the way down the page. To accomplish the technique it is necessary to have a mount. Note the side of the mount on which the character lands upon dismounting. That is the side that should be snug against the inaccessible area in which you want to travel. It may take a bit of finessing the mount as close as possible to the border area, but when you have it just right your character will dismount just outside the usual field of play and enter a heretofore area of inaccessibility. Once inside, Shadow Step should be employed each time in order to travel further from the current point of origin. It's really quite interesting to discover the things hidden within the game which the unenlightened player would never imagine existed. So, let me pose this query, are you feeling adventurous?
    1 point
  6. Sorry I was unable to find it in wiki, I suspect there is much better explanation there than I can provide with my Engrish, but if you are using, say, Incendiary Shower on a mob, the spell will be placed in such way that mob will be at border(circumference) of the circle of effect so you will hit this mob, but can miss others, with ctrl you have full control of the space where spell will be landed so it will hit all the targets you intended to It, actually, much easier to check and see for yourself Oh and Ctrl helps to quicksell the junk in the inventory, also - the most useful feature of this button
    1 point
  7. I think I just get used to Titan Quest(and Diablo), where you see what you get - info on character and skills screen are more than enough for successful building and planning. Sacred 2 forces you to plan character beforehand, but on the other side most of game-stats are hidden, so you really have no idea what your character will be like. Praise the community, we can use wiki to find many answers, thank you gentlemen, wiki has really helped me to chose skills and mods for them, without wiki my characters would be totally random
    1 point
  8. Aw, thanks xcessive for the update to Wiki! The hunt for Legendaries was the big game driver then... wont write how many hundreds of runs I had to get through for that ranged sceptre ... though my first legendary drop was a gad-awful widowmaker or something... but I was thrilled and crowed for days!! gogo
    1 point
  9. Oh, and if you are playing for HE without Ctrl you cannot properly target Area of Effect spells, by the way
    1 point
  10. Thanks Androdion, it's good that we who have much experience with the game share more of the specifics of what we know for the edification of the newer players who are unfamiliar with so many of the details.
    1 point
  11. Oh, I'm an old player and I didn't know that! I was aware of the shift+click for ordering minion attacks but I wasn't aware of a force attack combo for your toon. I'll try it that way, thanks!
    1 point
  12. Glad you found a way around it.
    1 point
  13. Like Xcessive said before, on Start Island you have a cave which has portals to several areas in Ancaria so you can teleport to the Great Machine. And since I haven't yet reached that point in the SP campaign in Platinum and I don't have any portal in that area I don't have access to it, unless I travel via that green portal. The level difference is a bit steep so a stun paired with a couple of hard hits from a Guardian is a bad combo with a toon that's twenty levels behind, that's why I'm doing Gold runs where the level difference is much smaller. Yeah, there are some go to uniques in the game that are great for starting characters, but other than that and unless we're talking about very specific builds that require certain items I can't see much use in most of them. Sure they look great and it's a shame to sell them, but at the same time I have more than enough already. I'm using pole arms with my DM, but I'm solely resorting to the ones with %LL to cover the weaknesses he has in melee, so right now I have like ten or so unique pole arms in his chest but he won't use any of them since nine don't have %LL. The bonuses are cool and all, but when wielding a Danse Macabre why the hell will I change it for something else?! And then I noticed that if I'm not using them with a toon that actually has the pole arms skill I'm surely not using them on any other toon. I guess I'm off to some firesales if the reasoning stands and the stock becomes too big.
    1 point
  14. Updated to cm 1.60 with s2ee. So far no crash, not even with physx enabled.
    1 point
  15. Spent some time doing runs on the Guardians and noticed that I still can't target the egg, even with a ranged weapon with %LL. The cursor just won't change into attack mode! I've zoomed in and out and circled around it trying to find a spot to hit it, no go. I don't know how and I don't know why, but even in free play I can't seem to target it in any way. By the way if the magic staves are now full-on ranged with 1.60 it should target it anyway so... Anyway, that's not really an issue as far as I'm concerned. Like I said a few posts back I wanted a way to feed my bargainers with the best possible loot to sell off for gold, while raising the level of my smith and giving him some gold in the process, as well as farming for some sets for completion. All of the above are achievable by this method, and much better and faster than doing runs at the Orc Cave. The Guardians give better loot than the Orcs each and every time, even without any magic find bonuses on the character. What's funny though is that the drops seem like they're totally random! I mean, I've gone as far as having set an unique items drop from mobs and boxes between the monolith and the Guardians' chamber, or as much as three set pieces or uniques in the same run at the big boys alone, to picking up as low as white and gray items from them. And before anyone asks, no legendary items dropped. But then again I wasn't expecting any by doing these runs in Gold. Platinum is achievable by going through that underground portal (nice!) but the level difference between my SW and the Guardians is still a bit iffy to make constant runs on them with one eye shut. So right now I'm trying in Gold for a bit. As a side note, do you guys even use like 10% of the uniques found? I'm beginning to find myself passing on the ones I own more often than not, either because the rare item I have suits me better or because at the current level the unique is already underpowered, or just because they just don't fit my builds. I'm curious as to what other people do with the remaining ones, as I'm considering alleviating the burden on some character chests by selling them off. Of course I'm not selling the Nlovae's Mystery and those of that kind (which are always useful), but there's a lot of unique "junk" if I'm explaining myself well enough.
    1 point
  16. Yeah that's true. I guess it will really depend on the planning you do with equipment, and if the weapon skill makes a difference there sure it should be used. I was just pointing out that if that isn't the case then there is an open skill for something else that may be more effective to the build. Both logics are valid. Well Daniel, we all have had our heads explode because of the huge amount of information this game puts on players (mine still does minor detonations on occasion). It's a game that I usually describe as simple and minimalist, since all you really have to do is kill mobs/reap xp and loot/raise level rinse and repeat, and at the same time heavily complex and extremely prone to micromanagement given all its complexity in terms of build/skill variations/modifiers/etc. It really is a game that can be played with an open mind and in pure grind mode, or, a game that will have you do math all the way through. It's really the player's call how you want to do it. There are some universal truths though. Despite the huge array of modifiers you'll notice that some will be used frequently on mostly all of your builds. Stuff like regen per hit, +all skills, +%life leech from opponents, +%chance to halve regen time, just to give a few examples of modifiers that are transversal to almost every build in the game. What I mean in simple terms is that you have a long list of stuff but you'll find that more often than not a small short list is where you'll find the better efficiency. Somewhat like MTG decks where you can have hundreds of cards but usually three or four combos rule over everything else. The same train of thought is also valid for skill choices. Though you can use this and that skill and vary a lot you'll still notice that you want to focus on some specific skills in every build. Case in point; focus and lore skills for the CAs you'll be using, defensive skills like Armor Lore (I don't think I've ever seen a build without it) or Constitution for in-combat HP regen or Toughness for all channel armour and damage mitigation, Combat Discipline for an easy way of raising CA damage and if you're using combos in your build, Ancient Magic for casters and breaking resistances at higher difficulty levels, Bargaining for shopping +all skills jewelry. Another universal truth is that the game gets harder with every difficulty level as much as it gets easier, because at the same time as the enemies grow bigger and have better resistances you too will have better gear and skills and better ways for breaking them. So it's pretty much a game of trade-offs and balance between the progression curve that the game presents you and the one you build on your toon.
    1 point
×
×
  • Create New...
Please Sign In or Sign Up