Spore Creations and Adventures
2008.06.15 22:41 Spore Creations and Adventures
The subreddit dedicated to the single-player god game developed by Maxis, we welcome new players who haven't played before and experienced players too!
2023.06.01 20:55 susy_bot need help!
I love Spore, but a big problem is that its stages end quickly. feels like you speed running. Is there any mod or solution to slow it down? (more likely about creature and cell stage)
submitted by susy_bot
to Spore [link] [comments]
2023.06.01 19:45 CueDramaticMusic Welcome to the Bad Ideas Variety Hour (or A Bunch of Theorycrafting with No Connective Tissue)
So, I’ve been in the lab, making affronts to Arceus and balance on a fan game I’m working on, and have spent a few days rebalancing older Pokemon and abilities to make more sense in the context of competitive Singles and overall level the playing field for both OU and Little Cup. Enjoy this smattering of warcrimes:
- Stamina triggers only on contact, but in exchange, now heals a flat amount equal to 1/3 of your level, rounded up (2 HP to a level 5 Mudbray, 34 HP to a level 100 Mudsdale
please ignore CAP)
- Hustle is reworked: whenever you attack with a physical move, you gain +1 in Attack, but also -1 in Accuracy. This is just to make Deino competitive in Little Cup
- Illuminate now gives a Compound Eyes boost. Starmie and Ampharos exist.
- Pursuit is back, and changed to instead function like Stakeout
- Stealth Rock now actives when a Pokemon switches out, not when it switches in.
- Mystical Fire loses all current effects, is base 85, and also functions as a Psychic move similar to Flying Press
- Seed Flare has a 30% chance to give the SpDef drop
Notable Non-Returning Pokemon
I’m obviously not going to be able to talk about all the cuts (down to a quarter of the current National Dex), but some important highlights:
- Meinfoo and Vullaby are no longer running the daycare
- Corviknight isn’t here, or Ferrothorn as you know it (a Fakemon that’s a Special wall will be taking its place), but Skarmory stays
- Blissey and Clefable aren’t here
- Amoongus is the only remaining Spore user
- Most fossils or Legendaries did not return (exceptions are the Kanto birds, the Swords of Justice, the lunar duo, Shaymin [now with Fairy and Moonblast!] and Victini). At least Gliscor exists to replace Lando-T, kind of
So overall, if I had to guess which of these are the biggest mistakes of all, I’d have to guess
accidentally Dexitting most of the good special walls besides Toxapex
either the timing changes of Stealth Rock, some nonsense enabled by Illuminate changes (Thunder being good is not nonsense), or accidentally making Mudsdale unkillable. If my changes break everything, tell me. If my changes break one specific thing, tell me and I’ll try to have it fixed before porting all of this to a Showdown mod.
submitted by CueDramaticMusic
to stunfisk [link] [comments]
2023.06.01 16:35 MaterialFun9751 Reupload Excel sheet (all the supplies in one document)
submitted by MaterialFun9751
to unclebens [link] [comments]
2023.06.01 15:33 BreadfruitNo7576 Zoom in glitch.
Having this strange glitch on OG SE, when I hold LT on my controller to zoom in with a bow the game speeds up, everything starts flying everywhere and everyone moves at almost double speeds, here's my load order if anyone can help I would love to hear from you.
# Automatically generated by Vortex
Unofficial Skyrim Special Edition Patch.esp
Lanterns Of Skyrim II.esm
JK's College of Winterhold.esp
RealisticWaterTwo - Resources.esm
Ryn's Snazzy Last Vigil.esp
Legendary Elder Scrolls Loading Screen.esl
Expressive Facegen Morphs.esl
Beards of Power.esp
Temple of the Divines Frescoes (Lanterns).esl
Kanjs - Blackfyre.esl
dD - Enhanced Blood Main LITE.esp
Guard Dialogue Overhaul.esp
Weapons Armor Clothing & Clutter Fixes.esp
ELFX - Exteriors.esp
Eli_Skaal Village Overhaul.esp
The Great City of Falkreath.esp
Cidhna Mine Expanded.esp
JK's Windhelm's Outskirts.esp
Ryn's Dragon Mounds AIO.esp
Point The Way.esp
Windhelm Bridge Revived.esp
Run For Your Lives.esp
Natura - Spriggans.esp
The Blackest Reaches.esp
FCO - Follower Commentary Overhaul.esp
Unlimited Charge for Unique Items.esp
LoS II - ELFX patch.esp
Spaghetti's Cities - AIO.esp
Spaghetti's Towns - AIO.esp
ODDS AND ENDS.esp
College Of Winterhold - Quest Expansion.esp
ARMOR OF MODS TEST.esp
Crimson Blood Armor.esp
Embers XD - Fire Magick Add-On.esp
Embers XD - Patch - ClefJ's Morthal.esp
Embers XD - Patch - ELFX.esp
JKs Windhelm Outskirts - Windhelm Bridge Revived patch.esp
Ryn's Snazzy Last Vigil - Embers XD Patch.esp
LoS II - SMIM patch.esp
Delphine's Map Reveals Dragon Mounds.esp
JKs Windhelm Outskirts - Immersive Laundry patch.esp
Embers XD - Patch - Lanterns of Skyrim II.esp
Take A Peek - New Stealth Mechanic.esp
Dynamic Impact - Slash Effects X.esp
Dynamic Impact - Slash Effects X-01EBTLite.esp
[immyneedscake] RyanReos Elf Paladin.esp
[immyneedscake] Morningstar Wings SMP.esp
Meridia Paladin Wings.esp
Disable Turn Animation.esp
Spaghetti's Palaces - Blue Palace.esp
AK- Boethiah Alternate.esp
LoS II - USSEP patch.esp
My Home Is Your Home.esp
LoS II - Sounds of Skyrim patch.esp
JKs Windhelm Outskirts - USSEP patch.esp
Use Those Blankets.esp
bloodbond - alternative player dialogue.esp
Durnehviir God of Death - Remastered.esp
Spaghetti's Solstheim - Tel Mithryn.esp
ALT - The Snow Elves Throne - BOS.esp
Sharpen Other Swords II.esp
Opulent Thieves Guild - Sneak Tools Patch.esp
TG Door Never Closes.esp
man_DaedricShrines - OpulentThievesGuild patch by Xtudo.esp
BB's Solstheim NPC Overhaul - Men.esp
BB's Solstheim NPC Overhaul - Women.esp
NITHI NPCs - The Thieves Guild - Men.esp
NITHI NPCs - The Thieves Guild - Women.esp
Durnehviir Resurrected Normal - God Of Death Remastered Patch.esp
Gems in Gold Purses.esp
WEAPONS OF MODS.esp
Kanjs - Gangrvegr.esp
BBD Skimpy Assassin Outfit.esp
dD-No Spinning Death Animation Merged.esp
Missing Follower Dialogue Fix.esp
USMP - Generic Mannequin patch.esp
USMP - Oblivion Icon patch.esp
USMP - WACCF - GDO patch.esp
Project Cougar - Idgrod Ravencrone.esp
Armor of Intrigue.esp
Project Cougar - LillithMaidenLoom.esp
Andromeda - Unique Standing Stones of Skyrim.esp
Chapter II - Soundtrack mod by Dreyma Music.esp
Simple Outfit System.esp
Companions Radiant Quests Requirement.esp
MOA Seeker Spells.esp
DVS - Summonable Shadowmere.esp
NPCs React To Necromancy.esp
NPCs React To Necromancy - No Consequences.esp
Sneak Tools Vanilla Hoods.esp
Sneak Tools Vanilla Masks.esp
Quests Award Perk Points.esp
No follow while talking.esp
Project Cougars - Olava.esp
BB's Dark Brotherhood NPC Overhaul Revisited - Men.esp
BB's Dark Brotherhood NPC Overhaul Revisited - Women.esp
JS Emissive Eyes SE - Johnskyrim.esp
DokPatch - Housecarls.esp
MVC Meridia Replacer.esp
Elder Souls - sweep attack standalone.esp
Ryn's Snazzy Last Vigil - Ebony Warrior Overhaul.esp
Companions Bloodritual Scene Tweak.esp
Ebonblade Waraxe SE - Johnskyrim.esp
ThiefEyes_SSE - Book Chance 100.esp
Civil War Lines Expansion.esp
Bandit Lines Expansion.esp
Dragon Claws Auto-Unlock.esp
Cinematic Dragon Soul Absorbtion.esp
ORI - HarkonSword.esp
Real Feeding V3.esp
Player Size Adjuster.esp
Alternate Start - Live Another Life.esp
Modern Brawl Bug Fix.esp
submitted by BreadfruitNo7576
to skyrimmods [link] [comments]
2023.06.01 10:17 mitsuki87 Networking
Mods if this isn’t allowed please delete but I’m just looking for people to swap spore prints and tissue samples with so please DM me!
submitted by mitsuki87
to shroomery [link] [comments]
2023.06.01 10:10 mitsuki87 Looking to trade
Mods if this isn’t allowed please delete but I’m just looking for people to swap spore prints and tissue samples with
submitted by mitsuki87
to sporetraders [link] [comments]
2023.05.31 22:19 Not-A-Marsh Is there a space RPG game (or something like that) where you do NOT play as a human?
Recently, I've been having a massive fixation on the idea of a space RPG game after trying out FTL. So fixated it drove me manic several times, haha.
So I have come here. Is there a game, preferably something akin to an RPG, where you take a wonderfully diverse crew of extraterrestrials on a space adventure?
So far the closest games have been Starbound and FTL. Simply mashing them together would produce a definite winning answer for this question, especially with the option to mod it to hell and back if need be. But alas, I fear the two will remain separate.
The option to play as a non-humanoid alien/being is a MUST. I'm tired of playing as humans and/or "humans but short/horned/blue/knife-eared/etc" because apparently nobody has enough fucking creativity to make up actually interesting designs.
Or if it IS a humanoid, atleast have it be an interesting humanoid.
I often got handed Spore before, and while Spore has good bits, it's ultimately shallow and most you'll get out of it is grieving how good it could've truly been.
submitted by Not-A-Marsh
to AskGames [link] [comments]
2023.05.30 21:54 Gredinoid08 Spore abilities mod
Hi i wanted to ask if someone knows about a mod that adds More abilities for creatures, apart from dark injection and that Is compatible with that mod.
submitted by Gredinoid08
to Spore [link] [comments]
2023.05.30 01:52 pizza_boi482 What are the best spore mods?
submitted by pizza_boi482 to Spore [link] [comments]
2023.05.29 17:14 Spore_man_3am i need someone to play stellaris modded with
2023.05.28 01:02 Otherwise-Bee-5734 The Circle of Spores Druid is Designed Badly
So I recently joined a high level campaign where I decided to roll up a Circle of Spores Druid, since the flavor and mechanics of the subclass intrigued me and I'd never gotten to play a high level Druid before
What I expected was the Druid equivalent of the Bladesinger, one of my absolute favorite subclasses. What I got was something so fundamentally broken even after all the investment I put in that I had to ask my DM to buff it, resuling in a something that plays absurdly different to how WOTC intended it
The whole debacle got me really thinking about poorly designed the subclass is, so I just wanna break it down bit by bit and explain why I think the design of the Circle of Spores is so fundamentally baffling, if not outright bad
Class Features Circle Spells: 2nd: Chill Touch 3rd: Blindness/Deafness, Gentle Repose 5th: Animate Dead, Gaseous Form 7th: Blight, Confusion 9th: Cloudkill, Contagion
This is one of the few parts of the subclass I think actually works, but it's also the one that's most blatantly antithetical to what the subclass clearly wants the player to be doing. Chill Touch is a really cool, reliable long-ranged cantrip, something the Druid doesn't really get (Frostbite is super unreliable, don't @ me). Blindness/Deafness. Animate Dead. Gaseous Form, Confusion and Cloudkill are also all really cool spells. But did you notice something with those last two? That's right, if you use those in melee, you're hurting yourself.
In fact, all but one of these spells isn't designed specifically to be cast in melee, and that spell is Contagion, a spell that takes way
too long to work. Again, this wouldn't be an issue if this class wasn't clearly intended to be in melee, but as we'll see, that's not the case, so this spell list doesn't really do a lot to enhance
those melee capabilities. And spoilers, this is a running theme Halo of Spores Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
This is the first class feature that makes it abundantly clear that you're supposed to be in melee and hoo boy this is honestly pretty bad. First off, that 10 foot range screams "YOU SHOULD BE IN MELEE". Now you do eventually get to use this at range....at 10th level....from only 30 feet away....and it causes you to lose this reaction ENTIRELY since you literally throw it away. Woooo
But putting aside the range issues, Constitution saves tend to be something most monsters can save pretty decently against, especially once you start climbing the levels, so already there's a chance that whatever wanders into this just passes. But it only gets worse from there. While the damage dice itself scales somewhat decently, the real kicker is that this is a save or suck
, so if the monster makes that CON save (which most big ugly melee monsters can), it just takes 0 damage.
To make matters worse, this isn't an aura, this is something you have to use as your reaction, so there's a fairly good chance that you just waste your reaction to do 0 damage. Now at 2nd level this isn't the end of the world, but later on, this becomes a genuine issue, and once you look at the whole, it gets even worse.
But on its own. Spending a reaction to maybe
do a d4 of necrotic damage to something that gets within 10 feet is kinda crummy on its own, and compared to other Druid subclasses it's kind of embarassing. But this is only the tip of the iceberg Symbiotic Entity Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
And here is where we get into the real
issues with this subclass. But to start on a positive, the gigantic glut of temp HP is fantastic, and it scales really, really well, adding quite a bit of survivability to the Druid, which is great because it traditionally lacks the tankiness of its fellow WIS caster in the Cleric. If you get nothing else out of this subclass, this fat glut of temp HP is easily the best thing the Circle of Spores provides
However, that's where the positives end, as once we get into the features proper...
-When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
In a vacuum, this is solid. Literally doubling the Halo of Spores damage is useful. However, this still doesn't fix the issue of "If they save you just waste your reaction", so I consider it middling at best. -Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
If there was any doubt before this that the Circle of Spores was designed ( in theory) to be a melee subclass, this is it. It's not spell attacks, it's not ranged attacks, it's specifically melee weapon attacks
. This immediately disqualifies stuff like Primal Savagery and more importantly, Thorn Whip
, which is a crime because if it didn't, this subclass wouldn't be as
But as a result, you're stuck with using Shillelagh, and at low levels, this is fine. 1d8+WIS mod is pretty decent in tier 1. However, once you get to tier 2 and beyond, this damage starts to fall off hard,
and spoiler alert: it doesn't get better
You see, unlike the Bladesinger or Hexblade Warlock or even the Swords Bard, the Spores Druid has 0 way of getting Extra Attack
. To make matters worse, also unlike all those other subclasses, you don't get any
of the major melee cantrips like Booming Blade or Green Flame Blade to buff the damage of your weapon attacks
So for your entire career, assuming no feats (which is bad to assume as I'll get into later) or multiclassing, if you're playing the class as designed, you're at most doing 1d8+Wis + 1d6. And keep in mind, that 1d6 requires your Wild Shape.
But hey, just when you think things couldn't get worse, they do
. Remember, Druids can't use metal shields or armor, so most Druids end up with at the absolute best, assuming both Studded Leather and a flavorful shield and +2 DEX (to be nice), 16 AC for your entire career.
So not only does the subclass expect you to wade into melee with a pretty middling AC, but expects you to expend your Wildshape to do a whopping
...10.80 damage at level 2 (assuming +3 WIS). That also assumes that the monsters don't beat your CON save, but if they do, that damage drops to 7.55 (All calcs done with RPGBOT's DPR calc). And outside of that Halo of Spores (which again, unreliable at best), that damage never gets better
I'm not gonna get into a big comparison to the Bladesinger because that'd take up 20 pages, but it's kind of embarassing that they designed that and then designed this without learning anything from that
But this is just..bad. The Temp HP is amazing but the rest is just middling if not outright bad.
Oh and the kicker to all of this? It requires an Action to activate. Guess what Stars and Moon and can do? Bonus Action WS and then action to actually start doing things. So you either gotta set it up beforehand and hope for combat or just waste your first turn setting up everything Fungal Infestation At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
I'm not even gonna sugarcoat this, this is a terrible feature. You have to A: be in melee, B: be in melee with a beast or humanoid of a specific size and have it die, and C: NOT USE THE HALO OF SPORES THAT THE CLASS INCENTIVIZES YOU TO USE
, and what do you get for that?
A 1 HP Zombie that'll probably get immediately killed before it can do much of anything (and by "anything" I mean a single sad melee attack). Keep in mind, this subclass also gets Animate Dead
, which does what this does but better. There is literally no reason to use this, which is sad because it's one of the most flavorful features here, and it hints at what this subclass should've been (The Druid version of Necromancy Wizard, basically)
Spreading Spores At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores reaction.
Oh hey look it's that feature I talked about in Halo of Spores. Now you can finally use this as an AOE...up to 30 feet away. It also takes away your reaction and doesn't fix any of the aforementioned problems with Halo of Spores. Greeeeeeeeeat
Hey, what do the other Druid subclasses get at this point? Let's see, Moon can turn into elementals, Stars gets significant constellation buffs and the ability to swap Starry Form at will, Land gets Poison and Disease immunity, Dreams gets free Misty Steps, and Wildfire gets your Fungal Infestation feature but significantly better. And you get a worse version of your level 2 feature. Ain't that wonderful
But hey, that finally frees you up to cast Absorb Elements without worrying about completely wasting one of your core class features! Fungal Body: At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Oh hey, finally a good feature! It only took until...14th level. But it is a good feature, and in fact probably the best capstone of any Druid subclass save for maybe Stars or Wildfire. 4 condition immunities and crit immunity are all solid. But it doesn't really fix any of the major issues with the class, so as a capstone it's nice, but it doesn't really save it
And that's it for class features! You get a spell list that doesn't benefit the playstyle your'e supposed to be playing, a Wild Shape replacement that gives you nice temp HP but not much to actually boost your viability, 6th and 10th level features that are just absolutely worthless, and a capstone that, while nice, doesn't really fix anything!
So just looking at the subclass, it's broken on a fundamental level, but that pales in comparison to how it plays out in practice
Spores Druid in Practice
In practice, without feats or shenanigans, you've just got a Druid that is dealing terrible damage in melee and taking a damn BEATING in between its actually good concentration spells. But remember when I said that feats shouldn't be assumed to not be here? Yeah that's because feats are practically requied to make this subclass playable as intended
In building my Spores Druid, I had to take three feats
just to make this subclass functional. Not viable, just functional
- Resilient CON to actually be able to make concentration checks since I'm gonna be taking a beating in melee
- War Caster to cast with a shield and get ADV on those concentration cehcks because again I'm getting my ass beat in melee
- Magic Initiate (Wizard) to get Mage Armor (so my AC isn't AS terrible with a bit of investment) and more importantly, Booming Blade, a weapon cantrip that allows me to deal actual damage. It isn't a lot in the grand scheme but going from 1d8+ WIS + 1d6 to 1d8+ WIS+ 4d6 makes a massive different in terms of actually being able to do reasonable damage
That's not even getting into the various buffs I'd try to apply like Guardian of Nature/Investitture Spells and Fire Shield, just to try and do more actual damage because again, on its own, it does absolutely nothing damage wise
And after all that investment, how did it turn out? Well, it turned out so badly that my DM took pity on me, buffed my Fungal Infestation to be worth something, and I abandoned melee entirely to use Symbiotic Entity as a Temp HP sponge while I flew around with Draconic Transformation and bombed stuff with that and Cone of Cold
Frankly, the only reasonable way to play the class is to ignore everything but Symbiotic Entity's Temp HP and just play it as a subclassless Druid, and that's really sad. If the subclass had either focused more on giving your melee capabilities or focused more on the necromancy stuff, it could've been really great, but as is, it just doesn't work
So in conclusion, the Circle of Spores Druid is a fundamentally badly designed subclass that clearly wants you to play it in a way that it is simply not built for. Frankly, you'd be better off playing a Nature Cleric and flavoring that as a melee Druid (or just playing Moon) than playing this
Sorry for the long rant, I had a lot to say, but I hope you all enjoyed reading this
submitted by Otherwise-Bee-5734
to dndnext [link] [comments]
2023.05.27 20:33 DrathMalorn Build ideas for a Barber, with max level 12-to-14
I'm thinking of making a Barber (Barbarian with Fighter dip).
I plan this character for use in Baldur's Gate 3, at some point. The max level will probably be 12-to-14. I'm not too concerned about what Subclasses material will be in the game (in theory, only the PHB). I'm hoping that mods will provide Xanathar, Tasha and other content.
I'm going for Barber over Fightarian (Fighter with Barbarian dip), mostly for roleplay reasons (pun reasons were considered but not selected). I tend to envision a warrior, familiar with and in touch with wilderness, perceptive and wise in some ways.
So I want the base of the build to be Barbarian, but as we know, Barbarian doesn't get very exciting features after level 8. My main question then centers around : where to pick up my other levels ?
Ability Scores (and Race).
I'm likely going for S:16 D:14 C:14 I:8 W:14
C:10 at the start. (That's 1 point more than strict Point Buy.) I could consider lowering Con to 12, but I'll keep Wis at 13-14, regardeless of how much I play around with the Ability Scores. And I don't think I want to go for 16 Con.
I'm using a +2/+1 racial bonus. If this was TT, I'd consider all races mechanically and then reskin, but since I might not be able to reskin and change Racial Tags in BG3, I'll likely go for Half-Orc (... unless I can edit the skin and racial tag).
BASIC LEVELS PLAN. (Assuming max level is 12.)
Barbarian 8 / Fighter 4.
- Fighter 1 gives a Fighting Style.
- Fighter 2 gives Action Surge.
- Fighter 3 gives Subclass features. I'll almost certainly pick Battlemaster.
- Fighter 4 gives ... nothing special, but at this point I might as well pick an ASI/Feat. And getting 3 ASI/Feats in 12 levels sounds rather neat and clean.
WHAT OTHER LEVELS WOULD BE INTERESTING ? (Assuming max level is 13 to 14.)
That's where I have problems. What to do if I have 1 or 2 more levels ?
- Fighter 5 would be utter waste.
- Barbarian 9 doesn't appeal to me too much. At Barbarian 10, Augury+Clairvoyance (Ancestral Guardian) or Commune With Nature (Totem/Wildheart, assuming Larian keeps this intact) would be cool on TT, but I feel it woud be much less cool in a videdo game. Infectious Fury (Beast) is cool. My issue is the bummer Brutal Critical at level 9.
So I'm wondering : what could be beneficial for a realised Barber, with only 1-2 levels left to invest ?
Genie Warlock (assume I trade Wis for Cha). The +PB extra damage 1/turn isn't bad (at level 13, that's ideally 5 dmg/turn).
Some Warlock or Sorcerers have nice level 1 features, but I'd rather stick to Wisdom and not cast arcane magic. Ranger
- Ranger 1 gives nothing crazy. Favoured Foe (assuming a mod that provides it and makes it work with Rage), or Favoured Enemy, ok. Deft Explorer is an Expertise, always nice.
- Ranger 2 gives two good things. The additional Fighting Style is neat (Defense's +1 AC never hurts, Thrown Weapon Fighting can be fun). And Ranger spells include Goodberry, Speak With Animal, Jump and Longstrider (those two can be cast before combat). Detect Magic might be better on TT though.
- Druid 1 gives cantrips (which would be great on TT, much less in a video game) and spells that include Goodberry, Speak With Animal, Jump, Longstrider, Detect Magic. Just like the Ranger.
- Druid 2 gives a Wild Shape / Wild Companion ... which would be better on TT.
- Druid 2 also gives a Subclass' feature(s). Those don't sound overly great for a Barbarian. Although the Shepherd Druid's Bear and Hawk Spirits could be cool if I have at least one other melee character (and are thematically very cool, especially if using a Totem/Wildheart Barbarian). The Spores Druid's Symbiotic Entity sound nice, but requires a turn to activate, and I feel I'd rather start hitting asap. The Wildfire Spirit could be nice ... if I don't have ways to make attacks with my BA (not a reasonable assumption).
sounds ... ok.
- Cleric 1 gives spells. The cantrips don't look that attractive. And Cure Wounds is about the only noteworthy spell (bearing in mind that, currently, BG3 is very, very lax about Long Rests ...)
- Cleric 1-2 also gives a Subclass' feature(s). The Forge's Blessing Of The Forge would always be welcome on TT, but given that BG3 will shower us in magic items, meh. Light's Warding Flare is a fun way to counteract Reckless Attack's cost. Nature Cleric would give a skill and Speak With Animals (and be thematic). Peace's Embolding Bond gives a non-spell, non-Concentration mini-Bless. The Tempest's Wrath Of The Storm is a source of occasional damage, so it's cool. War's Guided Strikes are cool, but very limited in uses.
(assuming Cha instead of Wis) sounds ... meh. Acceptable.
- The only benefit would be 2 Divine Smites. This assumes level 14 (or letting go of an ASI/feat for a 3rd Smite at Paladin 3 ... probably not).
I guess I'll take a polearm, and go for Polearm Master
and Great Weapon Master.
Though I could go Spear + Shield and go for Polearm Master
only. Less damage, but more AC. Especially attractive, thematically and mechanically, if I choose Ancestral Guardian.
If I take a Beast Barbarian, I might want to go for Dual Wielding my claws. 4 attacks in a turn for a Barbarian sounds alright to me. I could go claws + shield, but I think Dual Wielding would fit better.
Assuming only 12 levels and Barbarian 8 / Fighter 4, I'm thinking of doing
Barbarian 5 > Fighter 2 > Barbarian 6 (Subclass feature) > Fighter 3 (Subclass feature) > Barbarian 8 > Fighter 4.
Although, I guess this is in the case of using a 2h-Polearm (Great Weapon Fighting is not that attractive). If using Spear + Shield (Dueling) or 2-claws (Two Weapon Fighting), the associated Fighting Style becomes more attractive and I might go
BarBarian 2 > Fighter 1 > Barbarian 5 > Fighter 2 > Barbarian 6 (Subclass feature) > Fighter 3 (Subclass feature) > Barbarian 8 > Fighter 4. Any wisdom on level progression ?
I'm mostly assuming that, if max level is 13 or 14, a 3rd class would be a final dip. I don't see anything that would make me consider taking a level early.
submitted by DrathMalorn
to DnDoptimized [link] [comments]
2023.05.27 16:47 pain_and_bread Can't Save a Creation
So I was in the creation mode and making a creature, but when I tried to save it a screen popped up with sth like this: "Can't save the creation. Reason: Can't save the creation" and I still don't know why I couldn't save it. My mods are Spore Stacker, Delta Paints, Little Box of Horrors and CB Color Pack if that matters (I used 'em all while making the creature)
submitted by pain_and_bread
to Spore [link] [comments]
2023.05.27 13:28 plantlver96 Mid 2007 iMacs with a CPU upgrade are useful modern multimedia AND late 2000s mac gaming machines!
| || | submitted by plantlver96 to mac [link] [comments]
My happy little kitchen mac. I use it to watch videos / the news or to look up recipes while cooking.
If you still have one or find one cheap online, I highly recommend swapping the stock CPU with an Intel T9300 or (in my case) T9500 Intel Core 2 Duo. (To my knowledge, those are the only options which are supported by the iMac's EFI and enable the machine to run modern macOS). Then throw in a cheap SSD and max out the RAM and these things can even (technically) run macOS Monterey!
Htrukay Mods made a video showcasing every version of mac OS that can run on this machine: https://www.youtube.com/watch?v=1DPlJ1WCZ5w
I followed his advice and installed macOS Catalina as a stable "modernish" operating system. To do so, I used dosdude's patcher: https://dosdude1.com/catalina/
And what can I say? Its a very usable and pleasent Catalina machine.
It's even running better than my 2010 17 inch Macbook Pro (best processor, SSD, maxed out RAM) running officially supported High Sierra.
It's currently triple-booting Mac OS X Tiger, Mac OS X Snow Leopard and macOS Catalina.Everything's working without a problem. I even got the Magic Mouse working under Tiger using this guide: https://forums.macrumors.com/threads/i-got-my-magic-mouse-working-on-tiger-but-i-need-your-help.2281682/
The only "issue" is System profiler displaying the incorrect speed of the processor:
It says 700 MHz, but don't worry - it's running at full speed.
A really awesome machine. I can use it to play some vitage games, like Tomb Raider Anniversary, Spore or early versions of Tropico under Tiger and Snow Leopard. But I can also use it as a modern multi media machine.
Thanks to the SSD and the astonishing optimization of catalina, it's running quickly, rather cool and most important to me: silent. I've read that 4 GB are most likely already maxed out by the operating system itself, but this is the RAM usage at the very moment I'm creating this post using Firefox:
In the very likely case you don't speak German: 3 of 4 GB are being used by Firefox (6 tabs opened), the activity monitor app and the operating system itself. Leaving around 1 GB unsed. The operating system is still responsive and all animations are fluid. No noticable slowdown.
And the CPU is doing fine as well:
Still haven't improved your German reading skills? ;) Let me help: The system is using 6,47 %, all user apps together (including Firefox) 13,42 % of the CPU. I wouldn't consider this high CPU usage, would you?
I've had it running for 10 hours yesterday, playing YouTube videos, installing apps, tinkering around. At one point the temperatures reached 52 °C / 125 °F, but most of the time it idles at 42 °C / 107°C. Make sure to also replace the GPU's thermal paste when swapping the CPU, though!
Here are some stats to give you an impression of it's speed under catalina:
- cold booting it from pressing the power button to reaching the desktop and loading all startup apps (like SMC fan control) takes 45 seconds. You have to keep in mind that the patcher has to run a script for the system beeing able to boot the APFS volume every time
- opening Firefox (with multiple add-ons installed) for the first time after booting up takes 4 to 5 seconds (or as I like to measure it: 3-4 jumps in the dock)
- opening a YouTube video in Firefox takes around 8 seconds until the entire page is rendered (the video usually starts playing earlier)
All in all, you don't feel like using an over 10 year old machine!
And it's surprisingly cheap, too:
I purchased this 24" iMac for 30 € on the German version of cragislist ("kleinanzeigen"), I got a cheap SanDisk SSD for 30 € of evil Amazon and ordered the T9500 from China via eBay for another 35 €. So in total, this iMac running Catalina was under 100 €. Technically you could add one 4 GB RAM module to one existing 2 GB module in order to max out the RAM to 6 GB. But these modules are EXPENSIVE, like 40 € expensive. And this machine is already happy with 4 GB, so I wouldn't recommend this upgrade unless you find one for a good price.
Maybe you're like me and want to give vintage macs their own "purpose". Every of my vintage/old macs is still beeing used: as a stereo, managing my iTunes library, for vintage gaming or as a server. But it always felt like "artificial" use cases knowing my modern small DELL XPS laptop could do all that quicker using less power. But his 24" 2007 iMac is actually useful in todays standards!
(Also a great reason to justify having another random Apple Computer in the house to your signficiant other ;) ).
Just wanted to share this piece of information in case you weren't aware of the capabilities of 2007 iMacs!
2023.05.26 07:07 MooZell No marketing, No soliciting!
Good day Shrooms members. Please note that we are taking a new approach on this sub.
We will no longer be allowing posts here about selling or wanting to buy shrooms (or any other illegal substances).
This community is about talking and sharing info and insight into the use of psilocybin in South Africa.
We also want to encourage members to post high quality posts that are clearly about discussing psilocybin.
We allow questions about sourcing spores as they are not illegal. We also allow questions about growing shrooms as it is a benificial hobby.
If there are any questions, please DM me.
submitted by MooZell
to ShroomsSouthAfrica [link] [comments]
2023.05.26 01:06 Alejandro-nahzo Need help
How do you mod spore in spore?
Like where do I need to put the mod file
submitted by Alejandro-nahzo
to Spore [link] [comments]
2023.05.25 06:42 Subinans What program to mod spore?
I'm curious, what the community of spore suggests
submitted by Subinans
to Spore [link] [comments]
2023.05.23 20:04 MinoesTrashRat The Unofficial Sporepedia Server
Hi dear Spore community! I hope it's alright for me to post this here. I wanted to share a project I've been working on with some help from my girlfriend.
Recently, I've created a Sporepedia Discord Server, made to improve the Online Spore experience in 2023! We all know how frustrating the Spore servers can be nowadays, whether that be the issue of creating accounts, logging back in, issues with dlc, or the understandable inability to share modded creations. That's where our server comes in! You can chat with other Spore members, upload your own creations, and find other people's creations through the similar tag, name and description system! There's a seperate place for modded creatures too, so u can find and share creations to your heart's content!
It's a little quiet for now, but that's why I'm here! Hopefully I can garner some interest, you can join here! https://discord.gg/fpfNkC22Z2
submitted by MinoesTrashRat
to Spore [link] [comments]
2023.05.23 16:47 IsaacTheAverage NPC Boss Concepts (and a boss NPC concept) [ACT 1 ENDING SPOILERS, KINDA]
i intend to mod this when i figure out how to make bosses to begin with
The woodcarver bossfight takes place at the end of the Dense Forest, an area on a dark green map flooded with tall firs and pine trees. Almost every fight contains stumps or grand firs and most encounters involve canines and hooved beasts.
"As you wandered into a grove of tall trees, you spotted the woodcarver whittling down a log."
"She spotted you with a piercing gaze and came to her feet with certain vigour."
"Keep your vile beasts away from me."
The scene becomes crowded with falling leaves and tall, wooden totems.
The woodcarver pulls the bottom from your totem and replaces it with one of an annoying sigil. It is placed on Leshy's side with no head upon it. If you do not have a totem head, you receive a random one, though it will not be a squirrel head.
The woodcarver plays 2 pronghorns as the round starts. The far left and right of your side of the board are filled with a Dead Tree card which bears only one health. From then on, the woodcarver only plays Elks, Elk Fawns, Moose Bucks and Pronghorns. Any time you defeat a card of hers, a small wooden chip is placed on your side of the scale. These will only be placed if the scale is tipped against Leshy.
The woodcarver places a totem head upon the totem bottom she took from you. If she did not have a totem bottom to take from you she will place one with a random sigil now. The head is that of a bug with an antler and a horn. The woodcarver clears her side of the board and places a row of Amalgams in front of your cards which inhabit these sigils. They will not attack until you do, regardless of who's turn it should be. From then on, she will place an amalgam in a random position every turn.
With the Woodcarver defeated, you carry on through the forest.
The Mycologists lurk within a cave - a dark grey map littered with mushrooms and boulders. Most encounters contain boulders and usually involve bugs and occasionally reptiles.
"You wander through a thick cloud of spores at the mouth of the cave."
"You come across the familiar faces of the mycologists, though they seemed quite displeased.
"We cannot- We cannot-"
"You will be our subject."
Large mushrooms and rocks crowd the edges of the table as a thick, green fog appears.
The Mycologists play a Mantis and Corpse Maggots. The spots on your side of the board are overgrown completely by Mushroom cards, which can be sacrificed. However, when a card is played using a mushroom as a sacrifice, it will have 1 less health and damage (minimum 1 health obviously. Card will stay as 1 damage if they had it previously) From then on, the Mycologists will play Cockroaches, Worker Ants, Mantises and Ant Queens.
"Our cards... They aren't..."
"They must be strengthened."
The mycologist will play a Cockroach, Mantis, Ant Queen and Worker ant in each of its available slots at the front and back of the board. All of the cards in the front row are merged together, creating an Abomination, which has 10 health, 10 damage and the Guardian sigil. All of the cards on your side of the board do the same, though with the collective stats of those cards rather than strictly 10/10. Whenever a card now moves onto the board, either from the back row cards moving forwards or you placing a card, its stats are added to the Abomination on its side of the board. The abomination will always move in front of the other when a turn starts. If your abomination dies, you can no longer get another and the rest of the round will play out with only the Mycologist having one.
With the Mycologists defeated, you exit the foul-smelling cave, coughing out a small puff of spores.
"You spot a hulking figure stood over a pond. It did not appear to be moving."
"No fish. No bait."
"You give bait, I give fish."
A small circle of rocks with water in the middle is placed on the table. A slot to sacrifice a card is played.
The player is prompted to submit any one of their cards.
When a card is sacrificed, a stronger card of any kind will rise from the water, though it will now have the waterborne sigil.
"Good fish. You keep fish."
If a rare card or tentacle is sacrificed, the card returns from the water with the waterborne sigil alongside 2 randomly selected tentacles. These can be of the same kind. The new tentacles will not have waterborne.
"Strange fish. You keep fish."
If a card with touch of death is played, the water splashes and a Great White emerges.
"You hurt fish. You have big fish."
If a pelt is played, nothing emerges.
"Bad bait. Bad fish."
submitted by IsaacTheAverage
to inscryption [link] [comments]
2023.05.22 02:42 Comfortable_Ad_6245 Modding Spore on Steam Platform
Is there any way to mod spore on steam?
submitted by Comfortable_Ad_6245
to Spore [link] [comments]
2023.05.21 05:10 Narrow-Society6236 America manage form herself in my game
2023.05.20 10:18 Jackh366 Im going to make pittrap in spore
My laptop stopped BSoD'ing constantly yesterday so im gonna make pittrap in modded spore. I'll post the finished product on my next post on this sub.
submitted by Jackh366
to FNaF [link] [comments]