Tao Dude wrote: ↑Sat Jul 29, 2017 10:13 am
... Is there a limit to the number of saves allowed, or is it high enough to be practically infinite? I have saves for most of the decision points that lead to future content, plus a few intermediates to allow me to replay key scenes if any backfill content is added or fixes for latent (i.e. only affecting future content) bugs are rolled out.
I don't remember the number either but do recall that some long-time patrons have nearly a hundred. At one point I had several dozen. Deciding which are duplicates that can be safely deleted to avoid confusion can be rather daunting.
As a practical matter, having a lot of saves can be a challenge simply in keeping track of them. I'd suggest that working out an informative but simple naming convention can be very helpful. When you have 8 or 10 save points at the Strip Club on Wednesday night alone, just keeping track of which is which can be tricky. I am
still experimenting with this, trying to make them more efficient and informative.
I have used the method Wolf mentioned - keeping different sets of saves and switching as needed - but caution that each time you switch to a new set of saves, that will wipe out the old ones in the game. Make sure you export and archive each set separately so you can restore them as needed. I also keep a running list on a paper tablet of just which saves relate to which paths. It can be quite a bookkeeping task. Finding and maintaining what I call super-saves at the major decision points can be helpful if you need to go way back to pick up something you missed. For example, the point where Brad is at his apartment the first night, deciding whether to go to the Bar or the Club is such an example. I have 4 there - Emily maxed at 10 points, Emily at mid-range points (6), Emily at low points and Emily at zero points. Early on, I returned to that point many times to try different paths. It was probably my most used save-game point during the first 6 episodes.