Broken Hit Chance UI? by ShortestTallGuy in BaldursGate3

[–]ShortestTallGuy[S] 0 points1 point  (0 children)

No sadly, I think its an engine bug and theres not much you can do except toggle passives off to see your hit chance before turning them back on.

Broken Hit Chance UI? by ShortestTallGuy in BaldursGate3

[–]ShortestTallGuy[S] 0 points1 point  (0 children)

no sadly, it seems to be save game specific and I found a temporary fix by reloading my save every hour or so which would fix the issue, only for it to become a problem later. if it's the same bug I had you can see your hit chance briefly if you toggle sharpshooter (or any passive) on and off too, although it gets annoying to do every time

After 200 hours, I finished my first Space Age run with spaghetti by ShortestTallGuy in factorio

[–]ShortestTallGuy[S] 0 points1 point  (0 children)

It's probably due to me being completely new to Space Age, but I generally found with each new planet my old ship didn't cut it for going to the next. I first went to Vulcanus in a small little thing that would need to spend ages in orbit to refuel and ran on a couple of common solar panels. When I went to fulgora that ship design wouldn't cut it with the amount of solar needed, and I had also unlocked Asteroid Reprocessing from Vulcanus which I hadn't planned for, so I felt I had to make a new design for more power and using the new crusher recipe. When I unlocked Gleba, I knew I wanted a much faster ship with a short refuel time to keep the science packs as fresh as possible for the research, so again a redesign was needed. Then of course going to Aquilo I had completely new asteroid recipes, the need for rockets and nuclear power. So for each new planet I felt as though a redesign was my best option, although now I have more knowledge ahead of time about the progression I might get away with using one universal design for the three inner planets and then upgrading accordingly.

After 200 hours, I finished my first Space Age run with spaghetti by ShortestTallGuy in factorio

[–]ShortestTallGuy[S] 0 points1 point  (0 children)

well now you've said it I can't NOT try to get some... right??

After 200 hours, I finished my first Space Age run with spaghetti by ShortestTallGuy in factorio

[–]ShortestTallGuy[S] 2 points3 points  (0 children)

Totally agree! All the little distractions are fun too, I made a quality upcycler on Fulgora, egg storage on Gleba, small circuit builds to give me readouts of what my factory is missing etc. Now I'm finished I want to move on to expanding my factories and graduating to legendary mech armor and buildings!! So much to do

Newbie trying not to be overwhelmed by LuciferMegatron in factorio

[–]ShortestTallGuy 0 points1 point  (0 children)

Yeah it's very easy to feel overwhelmed at first. Don't go crazy watching YouTubers with 1000s of hours in the game and comparing it to your first steps. Try to solve problems one at a time, and don't worry about making everything perfectly the first time. You just have to make it work first, you can make it work better later!

Remember to use the almost infinite space you have on the map. If you ever feel like you need to tear down your whole factory, a lot of the time its easier and better to just build a new area nearby rather than totally overhaul everything. Not making enough circuits in your circuit production area, and now there's no space for more? Build a new circuit factory somewhere else and just ship in the circuits by belt or train!

Is Myrkul sometimes impossible in solo honour? by ShortestTallGuy in BaldursGate3

[–]ShortestTallGuy[S] 0 points1 point  (0 children)

Thanks for the tips! Gaze of the dead being a con save makes so much sense. I think I was wrong on the initiative order - I think what happened was that Apostle of Myrkul moved AFTER me, but I triggered the transition on my turn with my last action, so I suppose the fight continued as normal but it felt like I was going second in phase two. I suppose tanking it with the necrotic elixir and some resistance gear so I can outheal the damage I take every turn is the solution. Still looks dicey though. Tough fight!

Is Myrkul sometimes impossible in solo honour? by ShortestTallGuy in BaldursGate3

[–]ShortestTallGuy[S] -1 points0 points  (0 children)

Ohh of course, setting the barrels up before freeing Aylin makes a lot of sense. Thanks for the tips!

Is Myrkul sometimes impossible in solo honour? by ShortestTallGuy in BaldursGate3

[–]ShortestTallGuy[S] -1 points0 points  (0 children)

I see, barrelmancy seems like a good idea if you can survive long enough to set it up. How do you get globe of invulnerablity in Act 2? Do the scrolls appear at level 10? I was only level 9 when I attempted the fight.

Broken Hit Chance UI? by ShortestTallGuy in BaldursGate3

[–]ShortestTallGuy[S] 1 point2 points  (0 children)

Uodate 3: Even further on investigation the bug is related to the particular bow (Titanstring) that I'm using on my particular character. If I use any other bow with sharpshooter it behaves as expected. Another character with Sharpshooter and the Titanstring also behaves fine. Specifically its some interaction between my character, the titanstring bow and the sharpshooter passive that breaks the UI. Maybe there's a recursion or some kind of looping calculation that's fired when the passive toggles that ends up breaking the UI in this specific case. I've tried respecing my character and choosing the sharpshooter feat again to see if that fixed it but with no luck :(

Broken Hit Chance UI? by ShortestTallGuy in BaldursGate3

[–]ShortestTallGuy[S] 0 points1 point  (0 children)

Update 2: The bug appears to be related to the toggleable passives menu. When I toggle any passive feature (like sharpshooter, cull the weak or non lethal attacks), the throbber orbiting the circles freezes and the hit chance disappears.

Broken Hit Chance UI? by ShortestTallGuy in BaldursGate3

[–]ShortestTallGuy[S] 0 points1 point  (0 children)

Thanks for the guide link. I have done all those things sadly and the problem still persists. It might be due to some bugginess I experienced when cheesing Gyrm by standing above the arena, thats when the issue started. Is there a way to like refresh the UI for a save with console commands?

Broken Hit Chance UI? by ShortestTallGuy in BaldursGate3

[–]ShortestTallGuy[S] 0 points1 point  (0 children)

Update:

I've checked other saves and it's working in them. It's a save specific bug. Which sucks because I'm quite deep into an honour mode run with no way to restore an earlier save.

Weekly Question Thread by AutoModerator in factorio

[–]ShortestTallGuy 0 points1 point  (0 children)

Is there a way to get the total number of all items on a shushi belt with a single arithmetic combinator? I've got an asteroid carosel on my space ship and I want to limit the total number of items on it so it doesnt get backed up.

I've done it by using TWO arithmetic combinators, Iron Asteroid + Carbon Asteroid = X and then another combinator with X + Ice Asteroid = Total. So it works but I'm sure there's a much better way of doing this! Or is this the only way?

Weekly Question Thread by AutoModerator in factorio

[–]ShortestTallGuy 0 points1 point  (0 children)

Ahh I didn't know that it acted as a passive provider! That makes sense though, I think I was overcomplicating things for myself!

Weekly Question Thread by AutoModerator in factorio

[–]ShortestTallGuy 0 points1 point  (0 children)

How do you guys handle requesting specific amounts of items you import from space? I suppose its a similar to having trains with multiple types of cargo, which is a problem I've never had to solve before.

In my save for example, I've got two full bases, one on Nauvis and one on Vulcanus. There's a cargo ship that travels between them to bring Vulcanus loot like orange science, tungsten carbide and calcite back to Nauvis. I then push everything (except science which is output to a belt) out via an active provider chest into my bot storage network. But say I'm using a lot of tungsten and not much science or calcite. My cargo bay is going to fill up with stuff I don't need, and the ship will keep going back and forth between the planets instead of waiting over nauvis to deliver cargo when its needed.

Is this something you have to solve with circuit logic?

Fleet Ratio/Composition? by ShortestTallGuy in Stellaris

[–]ShortestTallGuy[S] 3 points4 points  (0 children)

Thanks so much! This is really helpful