Most games can’t take advantage of more than a couple cores anyway, and the high-core-count CPUS often sacrifice a little clock speed.
The optimal gaming CPU is like 4-8 cores but with a high clock speed. The 32+ core machines are for compute heavy tasks like CAD or running simulations. Sometimes compilers.
I haven’t played BG1 or 2. As I understand it, the only connection between the games is a couple of cameo characters. The main plot and characters of BG3 are completely original and independent.
However, it would be helpful to have some experience playing DnD and/or some vague knowledge of DnD lore.
This is how microtransaction driven games typically work.
You technically never need to pay, but they keep adding more content locked behind 1000 credit warbonds, and some of that content is very useful, and getting to 1000 medals takes a while if you aren’t specifically trying for it.
If you actually want all of the gameplay affecting content (war bonds) you either need to grind specifically for medals for a long time or you need to pay.
Other games that use a similar business model:
(Also note all of these are free to play and only make money off microtransactions, which IMO makes Helldivers more predatory for double dipping)
Helldivers’ business model is primarily microtransactions. The microtransactions affect gameplay, so it’s in the direction of “pay to win”. It’s not the paragon of non-predatory monetization that people make it out to be.
(Baldurs Gate 3 and Palworld both are good examples of a healthy pay once and actually own a copy games)
Also none of these games released without serious bugs.
There have been a few cases where developers “port” their games to Mac by wrapping them in Wine.
Apple used Wine in their Game Porting Toolkit: https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit
It will require some finagling, but it’s about as good as you will get for running windows only games on Mac.
Also games built for Intel Macs should be able to be run thanks to Rosetta.
iOS natively supports JIT (by which we mean writable and executable memory) but Apple locks it down to only two use cases:
AltStore launches a debugger and connects it to your phone. Even though it’s not actually doing anything with a debugger, that’s enough to convince iOS to let your app use memory that’s both writable and executable (the key feature needed for JIT).
Without JIT you need to either resort to a slower form of emulation or do something creative.
The meteors are funny IMO. But it definitely isn’t good game design to have a mechanic where you just randomly die with no way to defend yourself.
Also people need to chill out. Things get buffed and nerfed. The meta changes. We are already getting our first taste of power creep with the mech suits.
There is VM software like VirtualBox you can use the run older versions of Windows. I’ve had better experience running old games through Windows XP in VirtualBox than directly on Windows 10.