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Posts
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Quote:Hmm, a possibly more efficient method. I shall try this one first just for expediency's sake. Another warm thank you for another good tip.If you haven't built anything yet, the easiest way to do this is to select the "upgrade plot" button (instead of the "edit base" button) and choose the same size plot you're already on. It won't cost you anything, but you'll be able to move the whole plot around, thus allowing you to place the entry room pretty much wherever you want to.
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Quote:Excellent! I shall try this forthwith! I'll report back on how the attempt went just because you were good enough to help. My many, many thanks.You can indeed put the Secret Entrance room in the center of a basic plot!
However, sometimes when I try to drag the room out from under the "base portal" it seems as though I can't move the room.
When that happens, I have to move the base portal to the side of the room in the direction I want to go, then move the room one square, move the base portal, move the room, and so on. (And if, as I suspect because of the hour, that made no sense, here goes again: If I'm trying to move my Secret Entrance room to what appears to be the north of the base plot, I'll slide the base portal to the north side of the room. Then I drag the room one square to the north...which leaves the base portal in the south side of the room. Then I move the portal north again, and move the room north again, leapfrogging like that as I go. Hopefully that made sense....)
Anyhow, by doing this, the base editor doesn't think I'm trying to pull some sort of practical joke on it, perhaps, and the Secret Entrance room moves, albeit slowly. It's just one more thing in this game where I can execute the "how" part without having a clue about the "why" behind the programming stuff. -
I apologize in advance if this had been asked & answered in the past, I don't frequent this corner of the forums often, and I'm headed to bed so can't stop to search.
I'm building a new SG base, and I'd *like* to be able to place the Secret Entrance room in the center of the map, but so far it looks like that room is only allowed to occupy corner slots of the base grid. Is it, in fact, possible to place the Entrance room in the center of the grid and build the base around it?
Please help. -
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I've been hoping for a serious engine re-write for the game just so we don't have these kinds of 'engine limitation problems' (only 2 more skeletal points, no quadrupeds, etc) for quite a while now. I don't *expect* it, but I'd love it.
Sh'loads of work? Obviously. Free the devs hands to potentially do a lot of things we clamor to have, but pose serious engine limitation problems? Would stand to reason.
It just irks me that the devs are constantly having to work with, and work around, limitations in the engine of a game that was never initially coded to provide the level of dynamic, adaptable, and awesome gameplay that the devs now are constantly trying to deliver to us, while having the engine seemingly fight them on the issue at every turn. -
Quote:Gotta agree with this, for my own 2 cents. The idea of unlockable pieces seems good on paper, but any character I make that would want them I wouldn't want to play without those pieces to begin with. Your mileage may, of course, vary.Uch! NO! I hate unlockable costume pieces. I'd sooner pay money for them and have them available AT CHARACTER CREATION than have to wait an arbitrary amount of levels and do an arbitrary task to get an item that I'm probably not going to bother playing the character who needs it without.
If I never see another unlockable costume piece it will be too soon. Either make them unlock for the whole account, sell them for real money or drop them in for free. There are PLENTY of other things to earn as rewards for boring, repetitive tasks. Costumes do not need to be among them. -
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My roommate was just kind of standing around with a friend the other day waiting for the group to finish something or another, and she said to me "I wish I could do cartwheels". I thought that'd be a cute emote... maybe a broad-footstep emote where you could say do cartwheels in a wide circle so you could cartwheel around someone or something.
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Quote:Regardless of the skill and merit of the great classic comic artists, one has to keep in mind that certain 'comic staples' - one of which is the 'body-paint costumes' - exist because of time constraints in the old days. These guys were cranking out comic pages at light speed, and the form-fitting outfits that fit every millimeter of the character's form was a matter of ease and time. Granted, it was also because it showed off those heroic forms better, but as GG's post showed, that can be done while still not over-simplifying.I disagree. Not that those images shown weren't great. But if you don't fight against the "lets make it all realistic" you end up with icky "I fight in 3 piece suit because i wouldn't fight in tights" heroes. And that's just stupid when it's all of them, because darnit, I like my superheroes in tights!
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Sadly, what the patch *didn't* fix was round and cavalier shields not taking patterns. It's completely pooched one of my toons, visually. :/
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They're just general purpose clamps, like someone said. The end bits are rubber because that provides a more secure grip than the metal tips, and to protect what's being clamped in some cases.
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This is a point that I've been pondering, given that our Paragon City has the medical teleporter developed from recovered/stolen Rikti technology... and Praetoria has no Rikti... so, shouldn't that mean Praetoria has no medical teleporters?
The odds of that happening, though, strike me as ludicrously nonexistent. -
The disturbing part is it wasn't *really* that many years ago that those screenshots would have been "an amazing-looking game with advanced graphics". heh, heh...
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Quote:The part that really confuses me is that the leaping pool icons (and only those ones) became that pixellated mess after I installed this new icon patch. But, I went into the directory and replaced them with the ones from Vidiots, and they didn't change back to normal. When I deleted them, the icons became blank white squares, but it doesn't want to seem to accept anything other than those distorted, pixellated non-icons.I don't know if it makes any difference but the leaping pool icons didn't have the same problem for me.
That you're not having this problem, and the two of us are, is disturbing. -
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Ahh, I do love it when you have an agenda.
But you gotta know Colonel Victory doesn't go down that easy. hehe Then again, neither does the Big Bug. -
Quote:Good point, but I must admit I also hate to see a thread drop off the first 2 pages in less than a day too. Suggestions is a busy, busy place afterall. hehJust as an aside, but people are more likely to comment on something that they don't like as opposed to something they do like.
It's akin to people not calling the cops just because they're having a good day. :-)
And, agreed, I'd love to see stuff like an inert Titan robot standing around the SG Base. -
Hmm, I thought that an idea like this would get more comments than just one person, although I'm glad to see that the one comment was positive.
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CROSS-POSTED FROM SUGGESTIONS FORUM -- I thought this would interest the Base Building mini-community (mini as in sub-set of the larger CoH community of course), so I'm cross-posting it here too. Sorry if I'm over-stepping posting etiquette.
So I was talking with a friend of mine in-game about the decorative trophies you can place in SG bases, and he says remember when you were complaining about those? (Id complained that you shouldnt get to place trophies you havent actually earned in play) well, Ive got souvenirs for all of those, Ive earned every one of them now.
Cool, I say. *Someone* should have to. Then an idea strikes me.
What if completing Story Arcs and Task Forces did actually give you some concrete trophy at the end. Thatd be pretty wicked. I see it going something like this. Bear in mind, Ive given this *some* thought, but its not like Ive got a charted & diagramed business proposal or anything here.
At the end of a TF or story arc, you receive a special recipe. You can get these even if your recipes are full, because these are special recipes. These are trophy recipes. Story arc recipes would be bigger and grander than story arc trophies, because those *can* be done solo, while a good TF might involve a good number of your own SG members (and even if youre the only one on the TF from your SG, its a friggin TF, and takes multiple people).
Trophy recipes require no salvage because, you did the friggin arc/TF, youve already put in the effort and the time.
Examples:
STORY ARC:
Short Arc:
I Lost My Daddy!
Souvenir: Yin's market super-saver card
Trophy Recipe Possibilities: Creates a small picture frame that can be placed on the wall that holds your Yins market super-saver card. Or perhaps one of Penelopes little clockwork friends that can be placed on a table (inanimate).
Major Arc:
The Vahzilok Plague (I presume this is a major arc)
Souvenir: Hypodermic needle
Trophy Recipe Possibilities: The hypodermic needle, suspended atop a podium. Floor placed. Or perhaps the Tome of Telos open atop a podium bookstand.
TASK FORCE:
The Rule of Three
Souvenir: Dam piece
Trophy Recipe Possibilities: That freaking Dam piece! Should be a fair size, at least as big as a coffee tables footprint.
The Fall of the Clockwork King
Souvenir: Clockwork part
Trophy Recipe Possibilities: Part heck, I say give us an inanimate Clockwork Duke statue.
Clamor and Destruction
Souvenir: Sonic bomb fragment
Trophy Recipe Possibilities: A defused Sonic bomb. However the actual glowie in the mission looks, the bomb should be large & impressive. Possibly with blinking lights for effect.
Citadels Children
Souvenir: (Paragonwiki says: Souvenirs are no longer awards for Trials and Task Forces, but this is the text from the souvenir for this task force that was previously awarded.
Computer chip
You recovered this computer chip from a defeated Council Mekman.)
Trophy Recipe Possibilities: I say give us an inanimate Mekman statue.
You get the idea. Thoughts, feedback, additions, oversights, what have you? -
Dynamic Story Arc & TF SG Base Trophies
So I was talking with a friend of mine in-game about the decorative trophies you can place in SG bases, and he says remember when you were complaining about those? (Id complained that you shouldnt get to place trophies you havent actually earned in play) well, Ive got souvenirs for all of those, Ive earned every one of them now.
Cool, I say. *Someone* should have to. Then an idea strikes me.
What if completing Story Arcs and Task Forces did actually give you some concrete trophy at the end. Thatd be pretty wicked. I see it going something like this. Bear in mind, Ive given this *some* thought, but its not like Ive got a charted & diagramed business proposal or anything here.
At the end of a TF or story arc, you receive a special recipe. You can get these even if your recipes are full, because these are special recipes. These are trophy recipes. Story arc recipes would be bigger and grander than story arc trophies, because those *can* be done solo, while a good TF might involve a good number of your own SG members (and even if youre the only one on the TF from your SG, its a friggin TF, and takes multiple people).
Trophy recipes require no salvage because, you did the friggin arc/TF, youve already put in the effort and the time.
Examples:
STORY ARC:
Short Arc:
I Lost My Daddy!
Souvenir: Yin's market super-saver card
Trophy Recipe Possibilities: Creates a small picture frame that can be placed on the wall that holds your Yins market super-saver card. Or perhaps one of Penelopes little clockwork friends that can be placed on a table (inanimate).
Major Arc:
The Vahzilok Plague (I presume this is a major arc)
Souvenir: Hypodermic needle
Trophy Recipe Possibilities: The hypodermic needle, suspended atop a podium. Floor placed. Or perhaps the Tome of Telos open atop a podium bookstand.
TASK FORCE:
The Rule of Three
Souvenir: Dam piece
Trophy Recipe Possibilities: That freaking Dam piece! Should be a fair size, at least as big as a coffee tables footprint.
The Fall of the Clockwork King
Souvenir: Clockwork part
Trophy Recipe Possibilities: Part heck, I say give us an inanimate Clockwork Duke statue.
Clamor and Destruction
Souvenir: Sonic bomb fragment
Trophy Recipe Possibilities: A defused Sonic bomb. However the actual glowie in the mission looks, the bomb should be large & impressive. Possibly with blinking lights for effect.
Citadels Children
Souvenir: (Paragonwiki says: Souvenirs are no longer awards for Trials and Task Forces, but this is the text from the souvenir for this task force that was previously awarded.
Computer chip
You recovered this computer chip from a defeated Council Mekman.)
Trophy Recipe Possibilities: I say give us an inanimate Mekman statue.
You get the idea. Thoughts, feedback, additions, oversights, what have you? -
You've been so nice, and I'm already considering what to do as a follow-up, and which of my or my friends' toons to do next.
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I have a gallery page, but these are the first Supers or comic-type work I've done in over 2 decades, and the first CoH ones I've done at all. The rest is RPG work, fantasy & zombie & post apoc. stuff of various types.
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Quote:*nods* They have some weak points, which I mostly attribute to people coming back from a bio break or a timed mission suddenly coming up while I was working on some part or another *chuckles*. Friggin' people won't take another minute or two to pee or smoke a cigarette and let me finish an entire appendage at a time!The shading is good, as is your small detailing, like on the boots and such. The characters are kind of stiff and some of the anatomy is a bit wonky, so that might be something to work on.
And I have to agree with Foo. The crotch on the second guy is pretty magnificent.
Edited because I came off a bit more bitchy than I intended, which I blame on a stomach bug.
And, really, Mythus is kind of a stiff guy. *grins*
Ahh, I appreciate the comments. I'll have to do some more to post.