-
Posts
63 -
Joined
-
Bit confusing on completion of RSF all following States as final AV defeat:
You received Luck of the Gambler: Def/Rech.
You gain 25600 infamy.
You received Call of the Sandman: End/Rech/Sleep.
Reward Selection Screen...
You received Mako's Bite: Chance for lethal damage.
Due to shutdown in AM wasn't able to save this AM's RSF closeout, but am on timer for pure Reward Window. -
You have defeated Longbow Nullifier
You received Horror: End/Fear/Rech.
Nevermind. Is actually Acc/Fear/Rech. Recipe is mislabled for the aspect effects. -
Mako's Bite: Damage/Endurance
Pool B -
You have defeated Paragon Protector Elite
You received Barium Irradiation.
You received Sting of the Manticore: Acc/Dam.
Pool A -
You captured Razorbeam's daughter!
You received Trap of the Hunter: Immob/Range.
Mission Accomplished
Pool B -
Following Drops are from Level 50 with Recipes being the same level (barring Temp Power: St. Louis Slammer, of course).
Pool A (Defeats) and Pool B (Mission Accomplished)
You have defeated Fortunata
You received Enfeebled Operation: End/Range/Rech.
You have defeated Hercules Class Titan
You received Catch a Breath.
You received Multi-strike: Dam/End.
You have defeated Gunslinger
You received Dramatic Improvement.
You received Doctored Wounds: Recharge.
You have defeated Ice Thorn Caster
You received Devastation: Acc/Dam/End/Rech.
You have defeated Operation Engineer
You received Temp Power: St. Louis Slammer.
You defeated Rain Purple 8-7-7!
You received Evolution: Reduced Recharge.
You received Unbounded Leap: Jump.
Mission Accomplished
You have defeated Equinox Parasite
You received Extreme Measures: Acc/Range/Rech.
You have defeated Ice Thorn Caster
You received Nightmare: Acc/Fear.
You captured Milton Ives!
You received Ghost Widow's Embrace: Hold/Range.
Mission Accomplished
You have defeated Ice Thorn Caster
You received Essence of Curare: Acc/Hold/Rech.
You have defeated Vortex Cor Leonis Grenade
You received Detonation: Dam/End.
You have defeated Behemoth
You received Multi-strike: Dam/Acc/End.
You have defeated Longbow Minigun
You received Nightmare: Fear/Range.
You have defeated Longbow Nullifier
You received Sturdy.
You received Rope-a-dope: Acc/Stun.
You have defeated Behemoth
You received Break Free.
You received Insight of Grey.
You received Soaring: Fly.
You have defeated Vortex Cor Leonis Fire
You received Enfeebled Operation: End/Immob.
You have defeated Ice Thorn Caster
You received Essence of Curare: Acc/End.
You have defeated Ice Thorn Caster
You received Rope-a-dope: Stun/Range.
You have defeated Equinox Adjutant
You received Catch a Breath.
You received Nightmare: End/Fear.
You have defeated Archon Carissa
You received Costume Piece: Tech wings.
You have defeated Behemoth Overlord
You received Catch a Breath.
You received Power of Grey.
You received Blood Mandate: Acc/Dam.
You got the reagents from the Circle Of Thorns!
You received Alpha Particle Exposure.
You received Numina's Convalesence: End/Rech.
Mission Accomplished!
You have defeated Behemoth Overlord
You received Respite.
You received Multi-strike: Dam/End/Rech.
You have defeated Behemoth Overlord
You received Catch a Breath.
You received Lethargic Repose: Acc/End.
You carefully open the case.
You've found the sonic device.
You got the sonic device from the Circle Of Thorns!
You got the sonic device from the Circle Of Thorns!
You received Pacing of the Turtle: Acc/End.
Mission Accomplished!
You have defeated Behemoth
You received Blood Mandate: Damage.
You have defeated Behemoth
You received Enrage.
You received Crushing Impact: Dam/Rech.
You have defeated Ice Thorn Caster
You received Calibrated Accuracy: Acc/End.
You have defeated Longbow Nullifier
You received Enrage.
You received Nightmare: Acc/Fear.
You have defeated Longbow Warden
You received Dramatic Improvement.
You received Tempered Readiness: Acc/End.
You got the neural scrambler from the Council!
You received Renewing of Hermes.
You received Scirocco's Dervish: Dam/Rech.
Mission Accomplished -
COV Respec: Pool D
[Team]Dr. Scrap: I got a 33 Decimation. Anyone need it?
[Team]BigAngry1: lv49 mako's bite acc/end/rech
[Team]Information Overload: got a level 30 sovereign right acc/dam/end as a rare recipe
[Team]Gravitational Flux1: lvl 49 Sting of Manti Dam INT RECH
[Team]Meteoric Star: 27 touch of death dmg/end/rch -
You have defeated Longbow Warden
You received Dramatic Improvement.
You received Tempered Readiness: Acc/End.
Street Sweep: Pool A -
You have defeated Vortex Cor Leonis Sonic
You received Extreme Measures: Acc/Int/Range.
Pool A
[ QUOTE ]
What I am wondering is if uncommon recipes are found in any other pool beside pool A? We would only have to focus on rare recipes instead of all recipes if uncommon recipes are only found in pool A.
[/ QUOTE ]
From the looks of things there is still a lot of gaps in datamining player-side. Only 63 confirmed non-As total (plus the later additions).
Run more missions. Do more sFs. Complete more Trails.
The more intell we have to work with the better chances of not only being able to make a judgement, but also making the right one. -
You have defeated Equinox Adjutant
You received Thunderstrike: Acc/Dam/Rech.
Pool A -
Update: Added selection to allow setting all ENH Classes at once without requiring Name selection.
-
Wondering if you are going to be able to afford all of the enhancements you are so longingly looking forward to at your next level?
Just get asked how much you'll need for all of your Level 15 DOs?
Will you still be able to afford the enhancements you want with the reduced influence/infamy gained from SG mode?
Wonder no longer!
The Instant Heroes' Enhancement Calculator is here!
Able to calculate the costs for all of your Training Origin, Dual Origin, and Single Origin Enhancements based on your selections. Mix and match to choose enhancements based on the funds you have on hand and have the results tabluated as your selections change..
Comments and mirror sites are welcome.
Your humble, brain-fried coder,
All Star
----------
With the majority of the costs charts already in hand I have become increasingly asked what a character of a given level would need before reaching X level for their upcoming enhancement purchases. As a result, I have developed a manner for people to simply select the Classes and Names of the enhancements they are going to need to purchase and the individual as well as total costs to be calculated.
While writing the code in C++ or VB would have been far simplier and faster operating something that was globally accessable and didn't require a download/installation was almost as simple to do and could be accessed from any web browser that will support JavaScript. I offer no malicious code with my JavaScript, and frankly don't care what you have on your system or want to access it.
I hope that the members of the community are able to utilize the ENH Calculator to ease their gameplay and enhancement costs planning.
Enjoy. -
[ QUOTE ]
It is my pleasure. This is why I put this guide together. If you have any other questions, please let me know.
[/ QUOTE ]
I always have questions. Just may take me some time to come up with them.
I currently have enough Components laying around to Craft a Basic Telepad. In comparing the pre-made TP vs. the crafted TP it appears to be a good expenditure
Purchased
-15C / -80 E / 75K
Crafted
-25C / -50E / 15K
for 10 more Control than what the pre-made requires and a major drop in Placement Cost it's a tempting Item to whip together. Before I do so and commit Components/Salvage to the project there's a few things on my mind...<ul type="square">[*]1. Is the Crafted Basic Telepad the TP that is used for Raids and not useful for usual PvE stuff?
With a PvE SG that has no interest in PvP making a TP pad that's only useful for PvP would be completely worthless to the SG, and a waste of contributed Salvage pieces.
I have seen references to a Raid Teleporter but can find no such Item in the Lists under Pre-Made or Crafted. With this gap in intell there is the possiblity that this aformentioned "Raid TP" could be the Crafted TP pad.[*]2. What Zone Beacons can be attached?
I realise there is the possibility that the Crafted TP Items could have the same characteristic flags set as the pre-made and such information could be looked up in the game. There is also the possibilty that they are different just to mess with the Player Base. (Sure Devs state it's "to give more options to our players," but we all know it's really just to confuse the heck out of us! )
Our VG base has both pre-made Tech and pre-made Arcane TP pads in place. I believe this is to be able to cover that the different TP pads can only be Beaconed to specific Zones. (Assuming the VG has all Zone Beacon Badges available.) I have noted gaps in our Base's transport abilities when trying to get to VG personnel in some zones and would like to rectify that situation. If the Tech TP Aux Beacons are limited, crafting a Tech Basic Telepad to try and get to those zones becomes a worthless effort.[*]3. How big is the Crafted Tech Basic Telepad?
In reading through threads on the boards I have noted that space is always a problem and seen some interesting configurations in order to deal with the needs of space vs. placement. I think (if I recall correctly) that the one of the Arcane TPs is a larger model which causes almost no end to people's problems in trying to get them into the TP Room. Maldini's lists don't have the Size requirements on them at this time. (A known work-in-progress, yet nonetheless an extremely valuable resource.)[/list] -
Thanks again for the help, Madini. As with your Charts, the added intell is greatly appreciated. But the questions aren't stopping yet.
<ul type="square">[*]1. Must Tech Items be Crafted only on Tech Workshop Tables, or are the Table Types interchangable in a utility sense? I.e., The naming is purely for astetics/appearance or, for example, Arcane Components can be made only on Arcane Tables?[*]2. Are Refined Salvage/Components tradable as are Simple Salvage?[*]3. Regarding the...[ QUOTE ]
Remeber that many crafted components have special requirements associated with them such as room size or the fact that they can only be attached to certain other items. Crafted items costs prestige to place and drain control and energy.
[/ QUOTE ]
Am I correct in my belief that Crafted Items have to match up with the Base's available Energy/Control Types? Arcane Items with Arcane Energy/Control, Tech Items with Tech Energy/Control or the Items will be inactive due to not having the correct type of resource available? (Which would go a long way on explaining why our purchased VG Tech Teleporter isn 't working with only an Arcane Power/Control system setup in the base as well. ) I do understand that the Item Size has to be able to fit within the Room Size available for placement. That subject has been brought up before in either one of your threads or Lil_Miss's Guide to Bases which helps make that point clear. [*]4. Assuming Q3 is True, and the E/C types have to match the Item Type, would a Base running with an Arcane E/C setup have any use for Tech Crafted Items? or vice versa (Tech E/C : Arcane Items)?[*]5. (Possibly a bit off topic. My appologies.) Is it possible to have Power/Control Rooms that have both Arcane and Tech resources in order to fill the needs of both Item Types within a single base? ie., Can a single Power Room have both an Arcane Power source and a Tech Power source within it to cover the needs of both Types of Items that could draw from a Base's resources?[*]6. [ QUOTE ]
3rd Tier items have to be unlocked via an SG badge before they can be built on the worktables.
[/ QUOTE ]Badges? We don't need no stinking badges!
Sorry. Had to.
On a more serious side... What Badges are you speaking about? I haven't encountered any mention of Badges for 3rd Tier Items in my research to date. I have noted T-Port Badges which our VG already has in place brought up, but not others. [/list]Sorry for all the questions, but these are things that I haven't seen covered in my current research and I have both a VG and SG base to work on. Your assistance, and the help of others is greatly welcomed. -
Thanks for the clarifications, FashionSense.
As there are only 20 slots available for Salvage pieces is that cap often hit during the course of a villain's/hero's career?
Is it better to carry around Salvage pieces or Salvage combined into Components?
Are Components tradable as Salvage pieces are tradable?
Is there a listing of what Crafted Items actually do when added to a Base? Mal has good Charts that list Energy, Control, and Prestige Costs, but they aren't exactly designed for listing the effects each Item brings to Bases. -
Great Charts and very informative. Thank you for all the effort put into making these charts.
I am currently working on attempting to understand the entire process involved in Crafting placing Items into Bases. The following is my understanding of the sequence so far (and may be completely and totally off base). Any clarifications, pointers, corrections, etc would be appreciated.
Salvage Charts help understanding that it takes multiple Salvage parts to make a Material. (Material may not be a good descriptor since one of the Item parts is, in fact, Material. hrmmm... Parts!! That's generic enough! )
It takes several Parts of different types to create an Item.
Items are what can be placed in a Base.
Placing an Item into a base requires Presitige/Infamy.
An Item (even crafted ones) can have associated Power Costs and Control Casts that can drain/add to a Base's Power/Control ranks.
Having too much Power/Control draining items will cause not only them, but all Items to be non-functional. Only add Items if there is Power/Control ranks available to support it. (Maybe. Need further research.)
I may not have this right, but this could be the way of it...
To add to the Medical Section of the Base an Auto-doc is decided upon to be added. (No idea why. No clue what any of the listed items actually DO.)
Looking on the Tech Recipe Chart it can be seen that the Auto-doc requires 3 Tech Material Parts and 8 Tech Power Parts. Furthermore, it can only be constructed (Crafted) on the Advanced Table.
Scrolling up to the Tech Material Chart finds a lot of combos. hrmmm... It could be that any of these combos could be used to make a Tech Material. (Haven't messed with it yet, so I dunno. :P)
Generally speaking, the Tech Material Chart shows that it takes three (3) Salvage pieces to go into the construction of one (1) Material Part. So for the Auto-doc there would be the need for nine (9) Salvage pieces in the right mix to make the required three Material Parts.
Scrolling to the Tech Power section the recipes are similar. Three Tech Salvage pieces to make one Tech Power Part. The Auto-doc requires eight (8) of these Tech Power Parts. A total of twenty-four (24) Salvage pieces would be needed to craft the Parts needed just to fill the Tech Parts requirement. And in the right combinations to make them!
No personal project is this! A total of thirty-three (33) Salvage pieces are needed and they have to be able to go together to make the needed Parts.
For the naunce, going to assume the Salvage pieces are available for this example. As a result of spending time at the Advanced Crafting Table in the Workshop section of the Base a total of eleven (11) Tech Parts are gained: three (3) Tech Material Parts and eight (8) Tech Power Parts. By combining these eleven Parts together an Auto-doc is crafted.
In order to place it into the Base have to travel to the Entry Room of the Base and look for the Add Personal Item option. (May have to re-enter the Base.)
Placing the Auto-doc Item into the Base comes at a cost. There is the 50,000 Presitige/Infamy cost just to place the Auto-doc Item into the Base. Once placed, the Auto-doc will draw from the Base's resources and require 15 Control points and 35 Energy points from the Base's Power Supply and Control sections. There also has to be space available in the Room of the Base to be able to contain the Auto-doc; to wit, if the Auto-doc is a 3x1 Item it won't fit into a 2x2 Medical Room. (No idea how big an Auto-doc really is, just making up numbers.)
Additionally, (and I'm REALLY fuzzy on this part) there could be an added increase to the Base's rent cost when it comes up. Maybe it is based on the 1% of the Group's total Prestige/Infamy. Maybe it's based on the value of BaseType+Items+Rooms+WhoKnowsWhat within the Base. Darned if I know. -
Thanks for the compliment. Muchly appreaciated.
There is a lot that I want to cover with demo files including a Pulling Guide, Tanking Guide, Team Tactics Guide, and even a Demo Creation Guide. (Done with demos, of course. ) Unfortunately, time is my archnemesis which I cannot seen to defeat.
So while I grumble to myself about all of the amazing things other people are able to do with their demos and demo resources I am left with only enough time to help out with answering questions where I can. (If Zloth doesn't get to them first. )
*All Star* -
-
On occassion I still get requests asking if I have the demodata.txt file and am willing to send it to valid email addresses.
Barring technical problems as long as there is a post within a month made by me of when a person is looking for the file, then I am still playing COH and have the demodata.txt file available. I am usually playing, researching/specing builds, working on SG website so I may not post often, but I will have the file as long as I am playing and will continue to make it available upon reqests. :-)
This allows anyone seeking the file to simply click on my Board name, quickly check the date of my last post, and send a PM with a valid email so they can recieve the file. My appologies if there is any delay in recieving the file as there can be up a week-long delay between times I log into the boards. (I do have other stuff to do. )
*All Star* -
[ QUOTE ]
hey there, I am having a problem with some actions not working even though everything is the same as in the demo.
the one in particular i want is the fear effect as in the
MOV FEAR_A
but this has no effect. any suggestions to get my villians to cowar? i ran a demo of civilians doing that and the code is exactly the same so i am so confused. any help would be greatly appreciated.
[/ QUOTE ]
This can be seen throughout the entire 3D modelling industry. It also applies to COH's usage of models being modified in demofiles.
Any 3D model can only conduct animations (MOVs) that it has an assigned animation to conduct the particular animation. Not all models have the same animations. To wit, all models have a READY animation available in COH; conversely, a FLY_L animation is not needed for all models. Flying left only would be designed (or rigged) for models that need to do the Fly Left animation by the animators on the Team.
0 106 MOV FEAR_A
0 107 MOV FEAR_B
0 108 MOV FEAR_C
... are all confirmed animations available to most models. With the expansion of Fear-based powers during the release of Issue 4 I find it surprising that any model would not have one of the animations available to it.
With which model are you utilizing the animation?
Are you attempting to use power FX while attempting to use a non-combat animation such as FEAR?
Have you adjusted the timing of the commands to allow the animation to begin it's cycle before providing additional animations or FX?
Barring the above, there is no logical reason for the animation not to work.
*All Star* -
[ QUOTE ]
Are fixed map objects (buildings, etc...not doors or cars) integrated in the demo somehow?
I am looking at the demo files and wondering if there is some minimum_height that an object can occupy. For example, if I have a toon walking up a hill, must I adjust his Z manually?
My main concern for this is obviously to save time but also to prevent ground clipping. Any ideas Zloth? Anyone else?
Edit:
Again for the point of clarity - I want to know if these objects are somehow detected in the demo file.
[/ QUOTE ]
There is no collision detection in demofile editing. The map models, character models, and FX models appear to interect with one another through manipulation.
The map models are static, and unable to be manipulated, rotated, scaled, or otherwise transformed. What you see is what you get.
Character models can be placed anywhere within the map models. Including within map 'objects'. So a character model can walk directly through a hill, building, other character model, etc., by altering the model's XYZ.
Generally speaking, using an existing demofile as a baseline for model locations is the easiest way to precisely place a character model within a map model. Alternately, (and with greater practice) an editor can make a 'best guess' at the intended destination and run the demo to adjust as needed through observation in veiwing it. (Having the model use CHAT to state locations helps with this process.)
In order to save time, you may want to record a demo that has your (or another) character model in the locations you desire and use that as a base. Raw location editing is a time consuming process if you are trying to use it with any precision. While it can be done, the edit time scales up tremendously if you want everything looking 'just right'. (I probably could have done Go. Hunt. Kill Skuls. The Movie in 3 weeks vs. the 6 it took with raw editing. )
For clarity - there is NO collision detection within demofile editing; which is what you are asking.
*All Star* -
[ QUOTE ]
Does anyone have a saved copy of the "Big Bad List of NPCs, Objects, and Actions"? Because the site it was originally on (Might have been CityofVillans.com) is, of course, unavailable now.
[/ QUOTE ]
Yes. It was named demodata.txt from MasterMarbles and promoted in the Custom Demo Creation Guide.
His site was down as of his last posting in that guide, but as also metioned in the thread I have maintained a local copy that I've updated a bit. (Still need to organize the file into a cleaner format and add in various FX, models, costume pieces, MOVs, but since they are all from local demofiles I have it isn't a high priority for me. Some day. )
As noted in Marbles' guide, the file is available for distribution to those that want to drop me a PM with a valid email address.
*All Star* -
SG Name: Instant Heroes
SG Leaders: All Star, Dark Witch, Liberty Agent, Star Control, Thermo Star
SG Website: Instant Heroes
SG Recruiters: All Star, Liberty Agent, Maiden America, Phantom QB, Star Control
Teamspeak/Ventrillo Server: In development
SG Peak Hours: USA early evening - AM server maintainence
Other Info: With members ranging from Beta to a few months Instant Heroes consists of mature-minded players enjoying camaraderie with those that they play alongside with while having fun completing the tasks set before us as heroes. Sidekicking and Exemplaring allows members of all ranges to enjoy succeeding in our endeavors while often cracking jokes to amuse ourselves and those around us. Our Global Channel allows communication from either branch on Justice to talk with other members as most seek to immerse themselves in as much content as is available. We have strong values in helping one another and those that seek aid in the community by respectfully asking.
Heroes and heroines interested in becoming members should let their presence be know in our Joining Forum and expect to play alongside established members so prospects can get a feel of our madcap yet highly successful methodology. -
Balance Goal
[ QUOTE ]
Let me talk about goals in balance...
Enhancements ended up being priced too cheaply (something that well change sometime soon). In order to find something fun to do (i.e. something that had an element of risk), players needed to hunt in zones; missions became boring.
Because we feel that missions are a great part of the game. If a player eschews missions to street sweep, he isnt seeing all of the great City of Heroes content.
[/ QUOTE ]
XP and I5
[ QUOTE ]
Couple of changes we're making in I5:
1) Instead of the first five levels being debt free, the first TEN levels will be debt free.
2) XP debt will be halved on mission maps (that includes outdoor mission maps, too).
[/ QUOTE ]
Individually, each of these parts can make sense on their own. Valid arguments can be made (and have been) to support each factor. Taken as a whole, however, the logic starts breaking down. i.e., The sum is greater then the total of the parts.
Hang on. It's going to be a bumpy ride. This is going to cover a lot of ground.
In removing debt for the first 10 levels characters effectively also lose out on additional Influence that can be gained before reaching level 12. Generally speaking, a character needs a minimum of 62K Influence to purchase baseline Dual Origin Enhancements at level 12. (This value can be doubled for builds which are high-intensity in their use of Power-10 Enhancements.)
As a result of this players wanting to load out their slots with Dual Origin Enhancements are left with few options. Receive the additional Influence required from higher level characters via gifts or contests; or exemplar to a lower level until sufficient Influence is gained to afford the Enhancements. Optionally, they can also do without the improved Enhancements as severe penalty to their effectiveness in doing missions and teaming.
With the planned increase on the price of Enhancements this problem will further be exasperated. This is not considering the effects that it will have on purchasing Single Origin Enhancements at level 22.
In the Balance Goal post the premise is put forth that if a player is choosing not to do missions they are missing the content available in City of Heroes. I wholeheartedly agree with this ideal. Unfortunately, with the current experience/level scale the only way that a character could possibly experience all of the content which is available in the game is to work primarily solo with minimal teaming to avoid the additional experience which results from teaming while staying in debt the entire time. My current testing with this is as of yet currently incomplete as I am struggling to be able to complete all of the added content from Striga Isle while being able to complete all of the Task Forces within the range simultaneously. Additionally, a higher level character that I am testing with is finding the same difficulties in being able to experience all the content available at their level through contacts and Task Forces while being able to assist others with their Archvillain missions.
Quite simply, is far too easy for any individual character to out-level all the content that is available to them unless they specifically endeavor to stay in debt and primarily solo. Furthermore, while doing missions attempts must be made to specifically target just the mission goals without clearing the entire mission of all enemies in order to avoid any additional experience from the added targets. Setting the mission difficulty slider above anything over Heroic only makes a problem of being able to experience all of the content even larger.
I have equal skill with being able to solo missions as I do with leading teams through missions. I have, in the past, set the mission difficulty slider to Incredible for some builds specifically for the challenge involved. But I am always left with a hard choice... Go solo at Heroic to experience content with little challenge, Go solo at Incredible to experience challenge while outleveling content, Team with friends and SGs while outleveling content.
I pay for content. I pay to be able to play the game. I truly enjoy it. I am willing to pay for a longer period of time to be able to experience that content so I don't have to purchase another game to find new content. By reducing debt this content becomes increasingly more difficult to experience (if not nigh impossible for 5-10) without resorting to insuring it is kept high through being defeated in zones and avoiding team play.
I would like to propose a solution that will allow players to experience the content without being forced to out-level their content and still allow them to team alongside friends.
A /noexp Command.
Primarily using the same code that is already available through the /exemplar Command, but being self-only with no Combat Level reduction. The only varients that would have to be added to the existing code is the non-assignment of exerience to the character if the /noexp Command is flagged On for the character and that there does not have to be an additional character reducing the user's Combat Level. This will not effect a player's ability to do lower leveled Task Forces as the level limits for them would still require an Exemplaring character to reduce the Combat Level, but would allow a player to experience the content within missions that you put forth as a goal without having to resort to persistant soloing or perma-debt.
This removes (or at least reduces) concerns about characters out-leveling low-end content for levels 5-10. Continues to let players learn the basics of their ArchType from levels 1-5. Allows them to see how their character can mesh with other ArchTpes and playstyles through teaming. Grants them the ability to experience all of the content that is available in City of Heroes through being able to conduct their own missions and arcs from their own contacts. And gives them an opportunity to be able to afford Enhancements to make their character viable against increasingly stronger opponents without resorting to twinking. -
[ QUOTE ]
if you need the files linked in any of my posts, please private message me with your request and your e-mail address, and I'll see what I can do.
[/ QUOTE ]
I'm glad I grabbed a copy of demodata.txt, then.
I have a modified local copy with additional models added that I have found as well as some Powers and EMOTES added that I have found. I was going to get it re-organized and add notes before sending it to Marbles so his list could be updated, but am willing to send it to anyone needing the list of known models, EMOTES, and powers to anyone needing it to email via PM. Note: Continuous work in progress.
I'll eventually work up an organized site with a better look, but it is a highly valuable resource in it's own right for pure raw data. Sorry to see your site down, Marbles.
*All Star*