AngryRedHerring

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  1. AngryRedHerring

    Single Boss?

    Quote:
    Originally Posted by BlueRaptor View Post
    You could use something that auto-completes as a trigger, both to spawn the [s]boss[/s] ally as well as making him betray. (Real) allies or captives with no guards complete immediately e.g. (at least right now, though that is annoying too), so you can use one of that to make your boss become evil.
    Still doesnt fix the rogue part of course, and is a bit clumsy.
    So, let me get this straight: make a captive, set to single, and set to spawn off of our 'rogue' ally being completed. Then set the rogue ally to betray on completion of the captive (which completes the moment it spawned). Then BAM! Instant betrayal?
  2. Quote:
    Originally Posted by SkyRocker View Post
    Just noted that myself today. Has it always been like that?
    No, it's fairly recent. I can't say when it started, exactly, because I only noticed it when someone happened to cuss in front of me. But I know it used to @#$%^& out the chat bubbles as well.

    You know, the more I think about it, it has to be a recent bug. The profanity filter is one of the main parental controls that keep this a teen game. I can't imagine they would let this slide for too long, since all you have to do to bypass the parental controls is be visible by anyone else when cursing.
  3. I love the OP's idea, and I wish it would happen.

    ...But I also wish that all people would behave with maturity, dignity and good taste.

    ...And while I'm at it, I want a pony.
  4. ...And when (if) those changes do come, there will be a reckoning for those who want to PvP in their base, but have taken advantage of the removal of base pathing rules. My base would never mesh with the old pathing rules, and it would be easier to delete the whole thing and start over than try to figure out what objects are blocking the paths.

    I never got to do a base raid, but it won't break my heart if I don't get to PvP in my base... I'll gladly sacrifice that for the versatility we are now allowed, and the plethora of landscapes we can create and inhabit.

    To me, I think that when they bring back base PvP, they should add 'PvP plots' as an option-- no cost difference, just when you switch to a PvP plot it restores the (hopefully revised) PvP pathing rules, then shows you path-blocking objects in red so you know what to remove. You couldn't save the base without fixing all the paths. Those of us who want to stick to the 'no-PvP-but GORGEOUS' plots can do so. I also doubt that we would be forced to 're-path' our bases regardless; the powers that be are more than aware of the amount of work and creativity people have been pouring into bases, and you'd have to be a real Mr. Potter to wreck that.

    ...Although, even with the new arena invite system... I still want a Danger Room. A big base room with PvP enabled... somehow...

    And even though I think it would be a blast to PvP in my bases as they are, allowing such a thing to be possible would also allow bases to be designed that would basically be raid-proof villain traps. C'est la vie, c'est la guerre.
  5. AngryRedHerring

    Single Boss?

    Quote:
    Originally Posted by Eva Destruction View Post
    Escort enemy groups can be set to Rogue, this will result in an escort who is hostile upon rescue, but will give no XP upon defeat (probably because they can be set to Passive so you can defeat them with no risk).

    You can get a single boss by setting the map enemy group to Empty, and setting the boss enemy group to Empty. Of course then you will have to populate the rest of the map by hand, using boss details and patrols. Very annoying.
    Well, as far as the annoyance factor, one neat little QoL addition is the number on the 'add detail type' buttons-- it's a ticker that counts down, displaying how many of that type of event you can still place (measured against the various details you already have).

    So set your map to empty, then add whatever story details you want-- no different than what you would have done with an already populated map. Then, once you're done, see what the number is on 'add patrol'; those are your 'map spawns'. Just type in the number of patrols you want in that detail, and you're good to go.

    I also like spawning patrols off of glowies and other objectives. If I make you do an escort, it's gonna be like the whole map respawned on your way out.
  6. AngryRedHerring

    Single Boss?

    Quote:
    Originally Posted by EmperorSteele View Post
    Btw, the reason I want the boss by himself: I want him to fight the enemies on the map as well as the player. Totally breaks immersion to have a map-default enemy helping him >_>
    Hmmm...

    What about an Ally-- maybe Escort-- set to single, set to betray upon rescue... with a Rogue alignment?

    ...The Rogue alignment is the trick, not sure if this can be done... ...checking...

    (...LATER...)

    Ehhh, won't work like that. No alignment setting on Escorts or Allies. And Betrayals only seem to go off event triggers you've added; can't seem to set to betray upon rescue or on delivery.

    Rrr.
  7. Quote:
    Originally Posted by BlueRaptor View Post
    Can it be that there were no free spawnpoints for what didnt spawn?

    I had the impression that was the problem when it happened to me, as the MA doesnt seem to calculate all that precisely all that MIGHT happen (and I dont blame it for that). With me it seemed my boss didnt spawn when I didnt defeat anything on the way to him but spawned an ambush, so I thought maybe the system thinks all spawn points are occupied.
    (and no, he didnt just spwan somewhere else on the map then, believe me, it was a really small and linear map.)
    When I defeated things on the way to the boss it didnt happen. No idea if that WAS the problem though.
    That's more than likely what the OP's problem is. It's can be a bit tricky to figure out, but the spawn point icons on the maps have helped me a great deal in figuring it out at times. Look and see what type of icon-- X, O, or dot-- corresponds to the event you're trying to place, then it becomes pretty simple math.

    Also, you want to make sure that you're placing your event in an area that can spawn it; I was having a devil of a time getting a battle to spawn properly, when I realized I was trying to force it to spawn in an area that couldn't spawn battles (battles aren't listed in the defined map restrictions; as far as I can tell, they're considered "any detail type"). The battle would spawn in another spot, if at all.

    Another thing you can try is to set the map to empty, and fill the map with patrols instead of standing spawns. As long as you don't go crazy with patrols, that seems to free up a lot of spawn points... For me anyway. I was having problems with a destructible object not spawning, and once I set the map to empty and upped the patrols, haven't had any spawn problems since.
  8. Quote:
    Originally Posted by FitzSimmons View Post
    However to see $#@!!! over someone's head, just ask them to type just that, $#@!!!. Problem solved.
    ...Hey, that's what I do. It's actually easier than typing out a curse. Just hold Shift and rake the number row like a piano.
  9. Lately-- can't say for sure if this showed up with I-16 or not-- the profanity filter only seems to work in the chat window, and not in actual chat bubbles. In the chat window, I'll get the appropriate <#$%^&!!!>, but in the chat bubble, I get the OFFENDING WORD.

    Now, I'm not a particularly sensitive person; I'll sail through Tarantino films, etc. and what have you (although Boondock Saints is one film that can burn ya out), but I'm actually quite fond of cartoon cursing in the comic milieu. And when someone curses you out in PvP, it's that much funnier.

    Anyway, it's a fairly immersion-breaking thing for me, as I'm quite used to, and fond of, the @#$%^&*!!!!'s over someone's head. Now, it's just kinda sad. I never knew how much more interesting my imagination was making people's rants...
  10. Thanks guys!!!

    ...Turbo, as I'm watching your base threads, I'm gonna take that as high praise.

    ...The funny thing about the Underverse is that it came about because I wanted a "Negative Zone" kind of thing in the base. So, I needed some kind of rocket or space sled; and the only way I could do something that looked like a rocket, given the parts and their positions available... was to build it pointing at the floor.
  11. I published my new arc for a short time last night so me and some SG mates could run a team rewards/difficulty test. Sure enough, my ally MMs were summoning differently than during unpublished testing. The first MM summoned his guys fine, the second and third summoned nothing, and the fourth summoned correctly.

    Having the player be aided by petless masterminds wasn't quite what I was going for.
  12. Quote:
    Originally Posted by Capa_Devans View Post
    That whole base is awesome!

    Can I ask how you did the entrance like that? It's open, I didn't think that was possible.
    I'm guessing what you're seeing is really an optical illusion. I moved the base entry portal off-center, to one corner of the room. Then I built some small columns and zig-zag woodwork around it using bookshelves (I'm waaay too influenced by 70's architecture).

    The entry room itself has doorways at the north and south, going along the east side of the room. That makes the entry room look more like an expanded hallway than a full room.

    Is that what you're talking about?
  13. Gaaaaaaah, now it's on the tip of my tongue... It was like, "Things I wish I'd known", or something close to that... Player questions? General Discussion?

    Searching...

    (LATER...)

    Is this it?

    http://boards.cityofheroes.com/showthread.php?t=112142
  14. Don't forget that you can regularly get SOs below 25 at the market. I sort enhancements by my origin and +3 to my level, and find a lot of good stuff at pretty cheap prices. You can't guarantee what will be in stock, and I can't say that I've ever SO'd out my build in this manner, but you can get some good SOs in those important powers. The market's also good for greening out SOs at those 'yellow levels'; 21, 26, etc.

    SOs below 25 will drop occasionally, and the Faultline arc awards 4 SOs at its conclusion that are maxed for your level. We try to run the Faultline arc as early as possible to get those 4 SOs at low levels where they're VERY useful. What we usually do is have all team members that are able run the Faultline arc together, autocompleting all duplicate missions along the way, except the last one.

    If you manage to pull that off with a team of 8 all autocompleting the same arc, then run that last mish 8 times, that's *32* SOs awarded, max green, for each character.
  15. Quote:
    Originally Posted by biomechanic View Post
    Johnny Sonata mission: "Stop the Wailers from Disrupting the Ritual"

    When I defeated the Wailer Kings guarding each Mu Mystic, they rezzed, which is normal. What is not normal is that they stayed in the defeated postion and were sliding around the map. All 4 of them did this.
    We did this same mission yesterday, and the same thing happened. Rezzed wailers stayed lying flat, and slid around in combat with no animation. It also happened to us in the mission before that (IIRC) with the giant wailer elite boss-- that was the first time it happened to us.
  16. Hey, all the Arthurs I know prefer to be called Art anyway.

    /Son of John Arthur
    /Grandson of Arthur John
  17. This looks awesome, Turbo. I'm exhausted, base-designing wise, ATM, but damn if your pics don't make me wanna get going again. Love the usage of the large storage container.
  18. It sounds like you added an NPC that's part of a group that wasn't part of your arc before. If you add one custom guy, and he's part of a group, the group comes with him. I'd suggest working backwards, undoing everything you recently did until the file size drops-- that's when you've found the guy.

    Also, check enemies in your arc for their group associations. If you've added someone whose group association is "all custom characters", then you just added all your custom characters to your arc.
  19. AngryRedHerring

    Any point?

    Quote:
    Originally Posted by Megajoule View Post
    Great advice, Red.
    Hey, I just call'em as the voices in my head tell me to.
  20. Quote:
    Originally Posted by Justice Blues View Post
    That bug has been in the system for a while. First you need to damage the guard of the object, then they should be able to target the destructible object normally. And yes that means if you do not set any guards around the object, it can't be destroyed.
    Mainly it's the "alerted" state that makes the destructible object a valid target. If the guards see you, the whole detail is alerted, and the object becomes targetable. However, sometimes, the guards don't seem to see the player-- that's when you have to whack them on the head.

    This behavior (where the guards won't alert when you're right in front of their face) seems to be something new, though. I don't remember having that problem before. It's always been that a simple peek-a-boo was enough to make the object valid. Correct me if I'm wrong on that though; just my experience.
  21. Quote:
    Originally Posted by Coolio View Post
    Maximum MM allies with pets at AV level vs mission AV's would be an easy farm... even for a squishy!
    The thing is, allies steal your xp. The bubbling nerf was to keep allies from pouring defense on you and it making it impossible to hit the player while farming. But ally MM's with a full set of pets will steal a LOT of your xp. I was worried I had made a farm, when I saw that I was going to have to compete with these little buggers if I wanted rewards. They made plenty of kills on their own, and I didn't get a drop of xp or inf from those kills; many were shared kills where I got partial xp.

    I have a published arc with robotics MMs, and they are summoning fine on Live for me-- I ran the arc a few times after I-16 hit. My settings may be different than the OP's, though; I have them set to Follow--Fight Aggressive-- Single (no guard group on ally). To the OP, what are your settings on your MM allies?
  22. You know, the OP is gonna regret all this calculation the first time somebody throws Speed Boost on them in one of those @#$%^& purple caves.
  23. Quote:
    Originally Posted by OzzieArcane View Post
    I don't think it's an anti farming measure. It's been like this since MA went live, back when you couldn't rename standard enemies if you put them in your group.
    OK, cool. So the the real anomaly was the time that I actually made such a group appear (however it was I did that). That stops me from chasing my tail, and I'm fine with that. Thanks.
  24. AngryRedHerring

    Any point?

    Quote:
    Originally Posted by ReclusesPhantom View Post
    So I was planning a lowbie arc, but now with the new AE changes I'm wondering how many people would play it. It uses Standard Groups and a Custom Group with standard critters, but with xp reduced to 75% for even standards, is there any point in making the arc?
    Make it for yourself first. Then take your friends along. Beyond that, since there's so much stuff out there, you can't really expect anything. If you set out making it with all those faceless people that might play it in mind, you won't have fun making it and you'll be just as disappointed when you get few plays-- for no other reasons than the law of averages, and the fact that AE buildings are no longer "where everybody is".

    In my mind, my arcs are like I'm a GM again, and I'm making game modules for my friends. I take my SG on runs, and I send out some tells to global friends who usually run it with their groups. Plus, that means that the majority of comments that I get are coming from people whose opinions I know I respect. It's always someone I don't know who comes up with a comment that makes me think, "were you paying any attention at all?"