Fernandes

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  1. Fernandes

    html in MA

    HTML, except for the line break codes, doesn't work with most text. It works for contact dialogue (intro text, ect) and one or two other places.
  2. Im fairly sure, incidently, that monsters placed into instnaced missions are scaled back to archvillain level danger, but I could be mistaken.
  3. Id like that too, KYasubaru. Unfortunately the developers dont seem to feel we're worthy of that ability (and I know the capacity to do it exists, because there are developer created missions where something /does/ spawn at exactly the same location every single time).

    Aside from alleviating this problem this would give me the oppertunity to get my archvillain "fight a boss" ambus to spawn on top of the players like its meant to as supposed to half a map away. But I digress...

    Decorum, you are officially my savior! Thank you!
  4. No tech maps here. The culprits are the Vaults of MU oranbega map (coolest map in history, just for the record), and the Ruladak's Cave map. Both are single story, although Ruladak's cave has an admitedly unorthodox shape, being a large spural with many small stuck in every which way for the sake of confusing the player.

    Also, this is an unrelated question, and one I fear I know the answer to, but is there any way to test a single mission without running through the entire arc? Since these are the last 2 missions in a 5 mission arc it would be nice not to have to play through the first 3-4 missions (the first 3 of which work perfectly) every time I make a single minor adjustment and want to see how it plays out.
  5. Im sure (or at least I hope) I cant be the first to ask this, but is anyone else having trouble getting non-boss objetives, notably item retrieval and ally rescue objectives, to appear in the proper part of the mission?

    I have observed that in particular items and allies set to "front" tend to spawn not only towards the end of the mission, but IN THE FINAL ROOM! A significant inconveniance.

    Sometimes reversing the order (front to back) seems to work, but sometimes it does not (I'm having a murderously hard time making things work properly on Ruladak's Cave Map.

    Curiously boss encoutners do not suffer from this problem.
  6. There is no way to do that.


    Note that the Paragon Protectors example you gave are NOT part of the Crey Enterprises vilain group - they are in their own, custom-made, "paragon protectors" villain group which exists just for them.

    The only way to do what you want is to make more than one enemy group.
  7. LIke it says on the tin - is there any way to get access to the Storm Palace or Chantry maps?
  8. The olding spell thing is. You set up a "rescue ally" encounter, set up the graphic for him to be trapped in the glowy levitating light, and write the dialogue. There is an option under these encounters for what the ally does when rescued. By default he will follow you and help you pwn, but you can set it so that he runs for the nearest mission exit.

    You can use the same principal to do a credible imitation of the first thing too. You simply have to change the animations on the villain and the hero so that they appear to be having a civil conversation. As far as the game code is concerned, the hero is the villain's captive, but that doesnt have to be apparent to the players.
  9. On an unrelated note (but in the interests of not starting another quesiton thread), is necromancy any good when given to boss class mobs? All the missions Ive played, the necromancy pets have been singularly unthreatening, so I'm curious.
  10. Unfortunately Vanguard heavies dont really fit the theme of the mission.

    I already have an illusion/storm elite boss and an illusion/radiation archvillain at earlier points in the story. I feel like adding an illusion/dark AV right after the Illusion/radiation archvillain is moving on from "REALLY tough challenge" to "tedious and sadistic".

    Besides Rularuu feals as though he ought not to have pets swarming around him - he should be an awesome and terrifying force in his own right.

    At the moment I am leaning towards either Mind Control/Willpower, or Radiation Blast/Willpower. At some point I do intend to test it though and see just how powerful willpower really is. I want the fights in this arc to be grueling challenges that the PCs have a real chance of loosing, but I dont want them to literally be impossible.
  11. [ QUOTE ]
    currently the largest enemies you can use in the MA are the DE monsters, lattice and quarry, and the largest contact model you can use is faathim the kind.

    [/ QUOTE ]

    Can you use Faathim's character model for a bad guy? Because that would work.
  12. So it does! Radiation Blast/Willpower it is! Thanks for the link.
  13. Well, he IS the ultimate evil in the uninverse! XD

    On a somewhat related note,s ince I'm apparently designing the big guy myself, what powersets do people recommend for an archvillain if I want him to be as challenging an encounter as humanly possible? And yes, I know, some people don't like a challenge, but they can eat me - when you sign up to fight "The Ravager of Worlds" you should expect to have to work for it.
  14. That is undougtedly the tact I will take while waiting for them to fix this problem, however really a bit of a rip. Rularuu the trillion foot tall badass world-constuming monster is just too cool a fight for words. As just another custom character model, he's, well, just another custom character.
  15. A character you create as an elite boss cannot become an archvillain no matter how large the team or high the challenge rating. At least suhc is my understanding.

    On heroic, an elite boss will downgrade to a normal boss. Im not sure if ti does that while soloing at higher difficulties too.

    If you create a mob as an archvillain, then on heroic difficulty, or for solo players on any difficulty lower than 5, it will spawn as an elite boss instead.
  16. Well.... [censored]. Better to know and stop wasting time trying to find the non-existant method, though. Thank you! Any word on when that fix will be? Or is it another "soon" feature?
  17. I am designing a mission involving the Soldiers fo Rularuu. The arc is meant to culminate in a battle with none other than Rularuu the Ravager himself (itself?). I know his character model exists because I've seen it. And I know that its possible to insert cannon archvillains into a mission architect scnario because I've seen other people do it.

    Yet for the life of me, I cannot seem to figure out how to insert the big fellow (or any of the other 3 lesser Rularuu AVs, for that matter) into a mission.

    Thus, my quesiton is simple: how do I do it?
  18. They do, but more in the neighborhood of 70% than 95-100%
  19. How do you meen? Its been a long time since I played a villain, and I never really played a stalker, but what travel power to stalkers have that wont supress? For that matter, what travel power do they have at all?
  20. Ahh. Fair enough, I suippose. though of course, if they're enhancing knockback, then they're /not/ using that slot to enhance damge, or recharge, or endurence costs, so I suppose its reasonably balanced considering how easy it is to get KB protection.
  21. Most knockback isnt very high magnitude, though, so far as I know? Surely even the 3 or 4 magnitude KB protection should be enough to keep you safe from most of the casual stuff (energy blasters, and the like).
  22. Wouldnt the diminishign reutrns reduce the effectiveness fo stacking spectral terror and Radiation Infection?

    Also, a bit of an unrelated tangent, but is there still such things as knockback protection in PvP or is it gone the way of normal mezz protection?
  23. [ QUOTE ]
    It applies to everything.

    [/ QUOTE ]

    Really, Siphon Speed too? Wow! Including Combat Jumping, by any chance? Please, oh please?! If I13 means the end of bunnyhoping I will officially forgive it every other possible shortcoming.

    Also, in terms of having your debuffs de-toggled... thats true,b ut that was /always/ true in the past, was it not?

    Also in terms of illusion... as an old illusion/radiation jockey, that will suit me just fine if its true, but if pets are still a dubious proposition as you say, then what makes it good? The damage you can deal yourself with SW and Blind are less than what mind does.
  24. I tried asking for advice in the controller forums, but the help was limited at best.

    I tried searching here, but found no threads made since I13s release that help (which is probably not a good sign, but what the devil).

    So, I'm asking directly: in the new PvP environment, what is/are some of/the best controller builds, especially for 1v1?

    My intuition (and their higher damage numbers) lead me to suspect mind control is a good bet, is this right? What secondary would go with it (someone suggested kinetics on the controller forums - this seems counter-intuitive to me, but I am a relative PvP noob, so I defer to experience). Is /rad still a good set or have the diminishing returns on debuffs made it useless?

    I assume pets and location-based powers are still of limited usefulness at best (I dont remember travel supression applying to combat jumping)?

    Speaking of supression (and, earlier, of Kinetics) does travel supression apply to Inertial Reduction? I assume it does not apply to speed boost?

    Also, changing tact entirely, with the changes (nerfs) to mezz effects and debuffs is Psionic Mastery still a good anciary pool to take, or is there another one that would serve me better?