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Quite frankly, $$$ is the whole point of the business. Kind of weird to use that as a negative.
The short version is that Beamdog doesn't have the rights to NWN2 nor any experience with its code. Several Beamdog devs were among the original developers of NWN, but they had nothing to do with NWN2. And the rights to that game should be in the hands of or split among Atari, Obsidian and/or Wizard of the Coast who most probably don't read these forums. Ofc, one can always dream. ;)
At least it still runs, so there's that.
a) You can puppet your companions in NWN2 so you get to see how bad the AI is compared to a human
b) The walkmesh is more complex and NWN's pathfinding algorithm has trouble with it.
c) The EE version replaces the original AI with Tony K's mod. You can get Tony K's AI for NWN2 and it should improve it.
The following few files really help and don't change gameplay:
As far as AI, Tony K's was integrated into the official game (I think starting with SoZ). He is currently working on an upgraded version. Go into each character's AI and turn off the overkill setting for casting spells. Drag the command icons (pressing "v" begins the menus) to the quick bar (Stand your ground, Attack, Follow Me, Hold, Heal Me, etc...) so you can click them quickly when the NPCs go running off.
nwn2fixes (on github) takes care of A TON of problems and is still being updated. Simply drop the files into the override.
Using Xaltar's facelift pack, a yuan-ti facelift pack, Alzikar's better examine window, Tacho's HD loadscreens, and Big Bag Inventory (to see items on one screen) all sure help.
I use MetaPrepa to speed things along when buffing.
The following change gameplay slightly:
Sometimes I use the Spirit Eater Re-charger (when I don't feel like messing with the spirit level).
Companion multi-class level up.
SoZ party editor menu is fun to change up the party.
SoZ party limit override.
*Hint*
Learn about the "-home" switch to control the documents folders for NWN2.
like I think I run Elanee and Grobnar. Grobnar gives inspiration for attack and damage, elanee gives people stone skin and flame weapon? and can heal.
Me and Khelgar get beat sticks and beat enemies down.
grobnar can switch to +SKILLS song and deal with locks and traps. with heroism spell. which could also be used to buff my units. or thieves tools as needed.
pretty sure you can set AI to attack closest enemy to prevent this running off with intent to murder their back line.
So yeah for Party balance, Melee hero, + khelgar + elanee (healer/support) + grobnar (thief/Support) and it just works.
if you try to use neeshka as a thief she kinda dies and sucks. and can't help in combat.
You have to manually tweak the 2DA file to get wings on your Half Celestials though, despite the fact MotB has a party member who is exactly that and features big feathery angel wings.
The expanded mechanics for the 3rd campaign with the overworld map and trade system would have been nice to see updated, it would be cool to build a campaign using that system that involves smuggling contraband instead of building a merchant network. If I had the skills I could easily write the campaign, it's just the nuts and bolts of building it that are outside my abilities. I'm more of a meatworld kind of builder, never developed the skills to build software.
If anyone is feeling ambitious and wants to tackle that project I'd happily do the writing. I'm thinking "drug cartels of the Sword Coast", or something to that effect.