insomniak9 wrote...
So, what's EGS_MAX all about?
There is probably a cap limit on EMS. It likely means you are at or over that cap.
insomniak9 wrote...
So, what's EGS_MAX all about?
MegumiAzusa wrote...
Save game import values are copied.D.Sharrah wrote...
? for NG+...does it change any of the flags if your character was imported from ME 2? Or do the ME 2 choices carry over to the NG+?
Modifié par paxxton, 30 juin 2012 - 05:09 .
insomniak9 wrote...
So, what's EGS_MAX all about?
TSA_383 wrote...
MegumiAzusa wrote...
LivedToFightAgain is used when completing ME3.MaximizedAction wrote...
MegumiAzusa wrote...
Out in a blaze of glory is most probably a leftover from ME2 when dying at the collector base. Though it could be left in for a purpose... but it's never set.
Looking at TSA's screenshot, I can see that ME3 outcomes have a "EGO" as a prefix, "Livetofightagain" "notfinished" and "outinabazeofglory" has "EGS".
EGO meaning EndGameOption
EGS meaning EndGameState
How do you know? I wasn't aware we could tell with these states whether they'd been activated...
Modifié par Vaya, 30 juin 2012 - 05:27 .
TSA_383 wrote...
Interesting lines from the Leviathan DLC:
<id>758074</id>
<position>264</position>
<data>The mining colony was completely brainwashed, and the Reapers retreat the moment the artifact is destroyed?</data>
</string>
<string>
<id>758075</id>
<position>265</position>
<data>I don't know what's going on, but I know I don't like it.</data>
</string>
<string>
<id>758076</id>
<position>266</position>
<data>Promise me you'll be careful, okay?</data>
I've put the whole thing on pastebin for convenience:
http://pastebin.com/qk2PHdaw
And the main dialogue file mirrored here:
http://pastebin.com/V0XEWcrj
Guest_Sareth Cousland_*
insomniak9 wrote...
So, what's EGS_MAX all about?
TSA_383 wrote...
Interesting lines from the Leviathan DLC:
<id>758074</id>
<position>264</position>
<data>The mining colony was completely brainwashed, and the Reapers retreat the moment the artifact is destroyed?</data>
</string>
<string>
<id>758075</id>
<position>265</position>
<data>I don't know what's going on, but I know I don't like it.</data>
</string>
<string>
<id>758076</id>
<position>266</position>
<data>Promise me you'll be careful, okay?</data>
I've put the whole thing on pastebin for convenience:
http://pastebin.com/qk2PHdaw
And the main dialogue file mirrored here:
http://pastebin.com/V0XEWcrj
Sareth Cousland wrote...
insomniak9 wrote...
So, what's EGS_MAX all about?
Well, if you believe in IT, i would guess it is like this:
"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive) - Shep free, awakens to fight the final battle
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead) - Shep dead? Hmm... this one is unclear
"EGS_NotFinished" = Control (High or Low?) - Shep indoctrinated, may be saved
"EGS_Max" = Synthesis - Max indoctrination (assuming the morals of the enemy), no way back
Vaya wrote...
TSA_383 wrote...
Interesting lines from the Leviathan DLC:
<id>758074</id>
<position>264</position>
<data>The mining colony was completely brainwashed, and the Reapers retreat the moment the artifact is destroyed?</data>
</string>
<string>
<id>758075</id>
<position>265</position>
<data>I don't know what's going on, but I know I don't like it.</data>
</string>
<string>
<id>758076</id>
<position>266</position>
<data>Promise me you'll be careful, okay?</data>
I've put the whole thing on pastebin for convenience:
http://pastebin.com/qk2PHdaw
And the main dialogue file mirrored here:
http://pastebin.com/V0XEWcrj
Its probably been said elsewhere, but I didnt go through any of the Leviathan DLC threads to see; the brainwashed mining colony with a reaper artifact sounds like our missing Aequitas mission.
D.Sharrah wrote...
"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive)
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead)
"EGS_NotFinished" = Control (High or Low?)
"EGS_Max" = Synthesis
I call bs.Sareth Cousland wrote...
"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive) - Shep free, awakens to fight the final battle
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead) - Shep dead? Hmm... this one is unclear
"EGS_NotFinished" = Control (High or Low?) - Shep indoctrinated, may be saved
"EGS_Max" = Synthesis - Max indoctrination (assuming the morals of the enemy), no way back
Guest_Sareth Cousland_*
MegumiAzusa wrote...
D.Sharrah wrote...
"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive)
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead)
"EGS_NotFinished" = Control (High or Low?)
"EGS_Max" = SynthesisI call bs.Sareth Cousland wrote...
"EGS_LivedtoFightAgain" = High EMS Destroy (Shep Alive) - Shep free, awakens to fight the final battle
"EGS_OutinABlazeOfGlory" = Low EMS Destroy (Shep Dead) - Shep dead? Hmm... this one is unclear
"EGS_NotFinished" = Control (High or Low?) - Shep indoctrinated, may be saved
"EGS_Max" = Synthesis - Max indoctrination (assuming the morals of the enemy), no way back
EGS_NotFinished = 0 = campaign not finished
EGS_OutInABlazeOfGlory = 1 = campaign finished, Shepard dead (only used in ME2)
EGS_LivedToFightAgain = 2 = campaign finished, Shepard alive (you can import/NG+ from this save)
EGS_Max = ?, probably 3 = System value, probably used to catch bugs (wrong value set) without crashing the game
It does sound damn near identical doesn't it?Vaya wrote...
TSA_383 wrote...
Interesting lines from the Leviathan DLC:
<id>758074</id>
<position>264</position>
<data>The mining colony was completely brainwashed, and the Reapers retreat the moment the artifact is destroyed?</data>
</string>
<string>
<id>758075</id>
<position>265</position>
<data>I don't know what's going on, but I know I don't like it.</data>
</string>
<string>
<id>758076</id>
<position>266</position>
<data>Promise me you'll be careful, okay?</data>
I've put the whole thing on pastebin for convenience:
http://pastebin.com/qk2PHdaw
And the main dialogue file mirrored here:
http://pastebin.com/V0XEWcrj
Its probably been said elsewhere, but I didnt go through any of the Leviathan DLC threads to see; the brainwashed mining colony with a reaper artifact sounds like our missing Aequitas mission.
D.Sharrah wrote...
MaximizedAction wrote...
D.Sharrah wrote...
D.Sharrah wrote...
Reposting just so people have a chance to look at the videos...D.Sharrah wrote...
I was watching the low ems ec control ending this morning...and when the conduit spits Shep out on the Citadel and we hear the noise (accompanied by Shep's body violently shaking), it reminded me of Saren at the end of ME 1 when Sovereign revives him (not with the same force or anything). We know with that scene Saren was revived b/c Sovereign had work for him to do - could it be that Shep is reveived so that the indoctrination can continue?
Edit: Here are some vids for comparison -
http://www.youtube.c...BWw99hG8#t=485s - Shep in ME 3
- Saren in ME 1
The sound is one thing...but look at the visual similarities...now we know that Saren is definetly much further gone then Shep which explains just how much more violent his "revival" is...but given that they are similar, does it give strength to IT? IMHO, yes.
Yeah, that's a good take on this weird new scene in the EC that we got for otherwise no apparent reason. It being a revival attempt would fit.
But it makes me wonder: if this scene is in Shepard's mind, then why would he need revival? Or even, why the need to simulate it in a way similar to what Shepard and the player saw on Saren?
I think the main question you have to ask yourself with IT is, full on hallucination? - or - waking nightmare/partial hallucination? I lean more towards the second...I still think that what see in the ending "happens", but it's Shep's visual interpertation of those events...I just have the feeling that if we could see what was really happening we would see Shep looking at a control panel w/three buttons...I just don't get how "shooting to destroy a part of it" is good way to enable the crucible to "fire" the "kill the reapers ray"...
masster blaster wrote...
Wait Aequitas isTurian Coloney but is in't it a mining facility . Also it does make sense that we can't go to the planet because it's ment for the Leviathen of dis DLC.
Modifié par HTUK, 30 juin 2012 - 06:16 .
HTUK wrote...
Was it ever explained how Shepard can breath without a helment when talking to the space kid thing. And why those weird trees suddenly appear just before you enter the beam?
(These are two of the things I remember reading about the IT awhile ago)