I have done several playthroughs and I encountered this weird situation last night. While on the citadel, any NPC who reacts to the council's status treated me as if I chose the option to ignore the old council and let them die in the comic. However, once I go to the presidium, the old council is alive and I have the meeting with them. I believe I chose to save the council in the interactive comic, however I did create multiple profiles at the same time to start new game files, each with different choices in the comic. Is it possible that there was somehow a crossover of data between files?
What make sme think this is that I've noticed that if you switch profiles/game files/saves in the middle of playing, the file that is loaded has some of the settings of the file that was previously being played. For example, on one of my saves the settings for crew points is for me to manually distribute them. On a different file that setting is set to automatic however if I load the second file after starting the first, the second file's crew points settings will have switched to manual.
I'm just wondering if anyone else has had a similar situation.
old council dead and alive glitch
Débuté par
airrazor7
, mai 04 2011 05:45
#1
Posté 04 mai 2011 - 05:45
#2
Posté 04 mai 2011 - 08:56
It's part of the Genesis glitch that everyone is talking about. It pretty much just messes with the choices you make in the comic and shows some really weird and contradictory situations.
#3
Posté 04 mai 2011 - 11:48
In the comic I picked Anderson for the council position, but when I arrived at the Citidel, Udina had the job. lame.
#4
Posté 17 mai 2011 - 02:39
If you import the game with the same choices it will correct it. Lame, I know but thats how it is.





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