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Tapestry Choice - Dragon Age:Origins - Warden's Fate


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#1
titanius

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SPOILERS AHEAD

------------------------

 

It has been years but I remember my choices in game:

 

1. Loghain executed.

 

2. Warden lays with Morrigan the night before he kills the Archdemon and survives. (http://dragonage.wik...rrigan's_Ritual)

 

3. Allistair becomes king.

 

4. In the Witch Hunt DLC, the Warden and Morrigan steps through the portal.

 

Seems that there is no way of making number 4 happen in the Tapestry without the Warden dying at 2. 



#2
crowskin

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Try setting the old god baby tile first and locking it. The autosolver has issues sometimes.
  • titanius aime ceci

#3
titanius

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Wow worked like a charm. Thanks!



#4
Kantr

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At this point in time and the fact that people visiting these forums are commited Dragon Age fans. You don't need to put spoilers for Dragon Age Origins :P



#5
Natureguy85

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At this point in time and the fact that people visiting these forums are commited Dragon Age fans. You don't need to put spoilers for Dragon Age Origins :P

 

Then why did they give out Origins for free recently? A franchise can always pick up new fans and new games inspire people to go back and play old ones.

 

 

 

Anyway, the autosolver likes to do things in a particular order. I'd actually like a "save changes" button when editing a made worldstate. The autosolver could bring up all conflicts then. That would avoid the problem of people not being able to set up valid worldstates simply because one step in their process through the Keep was invalid.



#6
Kantr

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The autosolver only shows up when you try to make choices that conflict.



#7
Natureguy85

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The autosolver only shows up when you try to make choices that conflict.

 

Right, but lets say you are trying to set values to A, B, and C. If A and B conflict unless C, as it stands you must set C first or the autosolver will stop you. If the autosolver didn't kick in until you tried to save the worldstate, this problem would go away and we'd have a lot less questions about why people cannot set what should be valid worldstates.



#8
Kantr

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The worldstate saves automatically. As soon as you change something



#9
Natureguy85

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The worldstate saves automatically. As soon as you change something

Which is why I advocated a "save" button. Please read before commenting.



#10
Kantr

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I did read. Not a very good idea though if it only saved when you hit save



#11
Natureguy85

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I did read. Not a very good idea though if it only saved when you hit save

Yet you ignored it in your previous post. Why not?



#12
QueenPurpleScrap

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You don't really 

 

. . . . . . 

Anyway, the autosolver likes to do things in a particular order. I'd actually like a "save changes" button when editing a made worldstate. The autosolver could bring up all conflicts then. That would avoid the problem of people not being able to set up valid worldstates simply because one step in their process through the Keep was invalid.

 

In light of auto-saving (which I approve of) after every choice what you really want is a 'check all' or 'validate' button. I agree it would be convenient to take care of all your conflicts in one go.

 

Especially at the very beginning and the very end.



#13
Natureguy85

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You don't really 

 

 

In light of auto-saving (which I approve of) after every choice what you really want is a 'check all' or 'validate' button. I agree it would be convenient to take care of all your conflicts in one go.

 

Especially at the very beginning and the very end.

 

Exactly. There could be a reason to not do it that way, but I can't think of one off the top of my head and one hasn't been provided. It's not as though the Keep requires hours of work to set up. As I said, this idea is particularly for when you go back and edit a worldstate you already saved so that if you played with it and didn't like the changes, you could just restore it back to the way you had it without going through and changing everything back.



#14
Kantr

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Yet you ignored it in your previous post. Why not?

Probably because I dont agree with your idea.



#15
Natureguy85

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Probably because I dont agree with your idea.

Because...?



#16
Devil's Avocado

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Really the only conflict I've seen people have trouble with that would merit what you're suggesting Natureguy is morrigan's baby. Really they should make it so the autosolver can detect multiple solutions to a conflict instead of just the 'easiest' one. Adding a 'save as' button so it can trigger the autosolver doesn't make much sense because the autosolver is programmed to trigger every time you change a tile, even if we don't see it. It's always checking for a valid world state.

If anything a save as button would only benefit someone wanting to minimize data consumption since the Keep saves after every tile change.

 


 



#17
Natureguy85

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Really the only conflict I've seen people have trouble with that would merit what you're suggesting Natureguy is morrigan's baby. Really they should make it so the autosolver can detect multiple solutions to a conflict instead of just the 'easiest' one. Adding a 'save as' button so it can trigger the autosolver doesn't make much sense because the autosolver is programmed to trigger every time you change a tile, even if we don't see it. It's always checking for a valid world state.

If anything a save as button would only benefit someone wanting to minimize data consumption since the Keep saves after every tile change.

 

 

 

Ugh.... the save button would replace the autosave after every tile.