-
Posts
902 -
Joined
-
The former EU Test server has been Internally re-purposed...
I would assume it's getting converted into the new VIP server for COH:Freedom -
Amazon.com and amazon.co.uk respectively have had the Collectors and Deluxe versions of CoH for sale...
Quote:Originally Posted by Coolio(NA) Amazon.com: CoH Collector's DVD Edition.
http://www.amazon.com/gp/offer-listing/B00032IYIA/ref=dp_olp_new?ie=UTF8&qid=1303732158&sr=8-10&condition=new
(EU) Amazon.co.uk: CoH Deluxe.
http://www.amazon.co.uk/gp/offer-listing/B0006IS3NW/ref=dp_olp_new?ie=UTF8&qid=1303732012&sr=8-1&condition=new -
Iirc both of these work:
/Petcomall dismiss
/Releasepets
But note that the Oro portal, and mobile craft table are classed as pets too. -
A weird one is the extra trays from the + option not the original 3,
If you are using any of the extra trays on a character and alt to one who isn't those same trays stay active, although they are all set to tray 1, and the uppermost had a weird shape.
The code that checks if a character is using them and opens the extra trays should imo also check if they are only using the default 1 to 3 and then not open any unnecessary trays.
As far as I can tell this annoyance/bug has been in since the + option for additional trays has been.
Overlapping Insps/Enhancements Trays and Badge/Mission/Contact info, both seem to occur when switching between a character with one set active and one with the other (same as above), additionally this can occur between logoff/exit and the next game session too.
And my least favorite, the minimap on a new character if unlocked from the nav bar and moved, once you log out it closes, once you log back in and move it again it will stick, but never the first time!
Quote:Are you sure that you are not hitting the 'alt'/'alt gr' keys at any point, as these work like the ^v on the top right of the 1 to 3 power trays expanding to show more trays and then dropping back to the initial 1, If it closes from 3 to 1 as you are loading the zone the top of the tray window will be set for 3 power trays but only show the 1, leaving said gap under it.For all my alts though I have the 'floating tray' bug creep up from time to time, usually when I exit a mission it'll be an inch or so lifted from the edge of the screen. Rarely I'll get the 'ghost tray' appear. Just a small empty extra tray appears in the middle of my screen after zoning. I just chalk it up to gremlins and keep on truckin though. -
Quote:Yes but I'd noticed it hadn't been mentioned, and whilst I can agree with your points...I disagree. OP asked specifically for "witch magic," and Kinetic Melee, while very magical, doesn't seem very witchy to me. Now, for a wizard, magical construct, or battlemage it'd be fantastic, but when I hear "witch magic" I think less flashy than that.
I believe it should be up to the op to decide for themselves.
Remember too that the video is of the default 'original' color, try it sometime using different colors it makes a big difference. -
I know it's a melee set but Kinetic Melee has attacks which almost look like casting spells.
Example from Youtube: http://www.youtube.com/watch?v=59kX4hrnAZI
Have it on a mage character of mine too.
Still hoping for a Kinetic Blast/Assault using a ranged version of the attacks but keeping the cast animations. -
Hope this helps:
Quote:For Windows PC's it's easy to install the Beta server...
Start -> Run
For 32 bit: "C:\Program Files\NCsoft\Launcher\NCLauncher.exe" /LaunchGame=CohBeta
For 64 bit: "C:\Program Files (x86)\NCsoft\Launcher\NCLauncher.exe" /LaunchGame=CohBeta
These will start the NCLauncher with the Beta server selected for install, then just click "Install Now" if you need to. -
Interesting, I'd have the Teleport beacon as a toggle tbh, upon detoggling you zap back to the target beacon's /loc. (Would recommend zone limited range tho.)
-
Quote:WeaverSo maybe Weaver-1 will feature in the new I21 zone, either as his Primal self, or his Praetorian one
'Well' considering Primal Recluse had The Weaver assassinated and took over Arachnos.
His Praetorian counterpart may still be alive, as their Stefan Richter (Recluse) died at the Well!
As for Weaver 1 the creator of the Tarantula Cyborgs...
We still don't know if they are related or one and the same, this part of the Arachnos lore is sketchy at best!
We Primal's have a DoPE badge, I think Tyrant/Emperor Cole has a WoTF one. -
-
Quote:Yes, but if you keep trying it when there is a space it allows the copy to proceed, on the same character name!Based on Avatea's post yesterday, I don't think that's what the problem is.
So it isn't the names, it's the fact the poor tool is being so overworked atm. -
Probably because that is it's error catching response usually reserved for corrupt banned or otherwise restricted characters and character names.
I don't think a Queue overload situation was ever planned for, at least it's falling back to a generic error message rather than just crashing, but I agree it could do with a Queue full error message. -
Apparently ALL Beta and potentially all test characters got wiped, therefore everyone and their dog are trying to replace the lost test characters with replacements from live, multiple characters per player soon adds up, it's been intermittently at full capacity since it came back online, then there are the players who having not seen the copy appear have re-queued their character multiple times.
Gonna take a while for all these copies to actually get created and moved especially if each character to copy is ingame at the time too. -
-
It appears to be a little overloaded atm, please people give it time, to recover before you crash the thing!
I don't know how long the copy list queue is but all these character name invalids make me think that the queue is FULL! -
Looks like it is just bulked down, wait for a previous queued character to move and there will be another space to load a copy request into...
-
Also turning off sending buff numbers will reduce network lag a fraction too.
-
-
Quote:I don't know if it's working yet but...Any news or updates on the character copy tool working for the EU servers? Know theres a level bump on the beta atm but would really like to cross over my live toons to take part in the trial testing, a new character unslotted doesnt feel like a true test for myself personally.
The former EU Servers are listed as of this post.
Note: Listings Up, Copy Tool Down. -
World detail @ 200%, this increases the amount of items the game has to render by more than a factor of 2...
I run with this set on my old Pentium 4 PC with a Sapphire 4650 HD AGP card,
I find that setting:
FSAA: 2 (or less)
Ambient Occlusion: Advanced Customization
To a lower Ambient Resolution setting.
Shadow Mode: Shadow Map Shader
A lower setting. (I use Medium)
Anisotropic Filtering: 16x
And the rest on Ultramode settings works for me.
And remember at 200% World Detail you are rendering more detail and this extra detail all gets treated with your rendering settings.
Full Ultramode setting details here: http://boards.cityofheroes.com/showthread.php?t=219881 -
Quote:Looks like it changed, left to right still works but any valid targeting/commands after the first will still trigger.Did the way that macros work change since this post? This worked with my warshade just fine until she got Black Dwarf, at which point it would only work while in dwarf form.
So for the binds you may have to swap the commands positions.
The targeting bind for instance was locking the next target after a Quantum/Void/Cyst...
It was targeting them then running into the last command Target_Enemy_Next hence the next target, moving this first means it picks the next target and then the specific targeting overrides and selects said Quantum/Void/Cyst as it should.
As for: /bind shift+lbutton "powexec_name shadow step$$powexec_name black dwarf step"
Try: /bind shift+lbutton "powexec_name black dwarf step$$"powexec_name shadow step"
And if lbutton doesn't work try lclick.
I think this is because you can have the Black Dwarf Step power greyed out whilst in human form, I would hope that the reversal will work as the Dwarf mode cannot access any of your human form powers.
If not then it is an issue the Devs have caused and I would not have any other solution to this other than the combo tray binds.
I Wonder if you could Macro a form change and teleport bind... -
Quote:PopMenu doesn't like multiple " and as it's technically an undocumented feature it is highly unlikely to ever get fixed.Whyso?
Anyway, I've tried making a workaround, where the popmenu calls a bindloadfile that contains the targeting info - except nothing happens, again. I get a message that the file has been loaded, but no binding takes place. If I run the bindloadfile manually, then it works fine. The bind file is in the data folder, if that's a factor.
Use manual binds for this and/or Kheldian targeting, or list each target as an individual item.
You may be able to bindloadfile, if so put a link to each bind file under the target type and load that on the selection.
Based on the Kheldian bind...
/bind tab "target_enemy_next$$target_custom_next alive quantum$$target_custom_next alive void$$target_custom_next alive cyst"
Having "target_enemy_next" first means that if a type isn't there it will target as normal, and yeah the bind above uses the standard targeting key.
[Tab]
Having each type as a separate bind file and loading them via PopMenu MAY work as you intend. -
Regarding Dual Auras...
A couple of nice options that this could have would be:
Omega Eye Aura + Omega Full Body Combat Aura
(So glowing eyes normally and full body w/glowing eyes in combat.)
Thunderhead Body W/Eyes + 'Incarnate' Thundercloud Trail Aura
__________________
May I offer a (complex) suggestion to get around excessive auras:
Duplicate the auras into two lists...
If the auras were provisioned 'Primary' and 'Secondary' then have any active 'Primary' override an active 'Secondary' on the same area.
Thus each body area in the secondary aura could be overridden by it's primary counterpart.
Head, Eyes, Breath, Body, Chest, Wings, Fists, Legs, Trail. (And maybe Tail?)
__________________
Blue Aura Eye Secondary + Red Eye Combat Aura Primary
On a robotic character (for example) giving them blue glowing eyes until they enter combat at which point their eyes would go red (not purple) as the primary aura would take priority for the eyes for the duration of combat, in other words whilst the primary combat aura was active, outside combat the primary being a combat aura is inactive, thus allowing the secondary to take back over and restoring the blue eye aura. -
Don't forget the Veteran Trenchcoat, which also did the arms/sleeves (Imho) correctly.
Additionally as they can lockout different options depending on the selection, they need to rework Wings and Backpacks to work with all tailed Jackets such as the Trenchcoat, Magic Bolero, Etc.
They currently say we cannot have 2 cape effects which is why Back items get locked out when selecting an independent Jacket with it's capelike tail, however the female bridal hair or a back cape option will work with the Wedding Tux Jacket. (Both Sleeveless and Normal versions.) -
Quote:For Windows PC's it's easy to install the Beta server...Just tried and this appears to be a no-go as the NC Soft Launcher still refuse to acknowledge the presence of any beta server, no matter which region it's set to.
Start -> Run
For 32 bit: "C:\Program Files\NCsoft\Launcher\NCLauncher.exe" /LaunchGame=CohBeta
For 64 bit: "C:\Program Files (x86)\NCsoft\Launcher\NCLauncher.exe" /LaunchGame=CohBeta
These will start the NCLauncher with the Beta server selected for install, then just click "Install Now" if you need to.
__________________