Mister Rik

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  1. Quote:
    Originally Posted by GuyPerfect View Post
    Emperor Cole, while decidedly a villain prior to Going Rogue, I firmly believe has been retconed and at present is motivated by a convoluted sense of what is right--he is not evil. Though he forcefully maintains law by military power and a global brainwashing network, his reasons are nonetheless to protect the people from the Hamidon and to defeat the Coming Storm.
    Quote:
    Originally Posted by Leo_G View Post
    Meh, evil is all about perspective. The truly evil ones are the ones that think they're doing good while they enact genocide and other atrocities upon the globe.
    Great, relevant quote from the Dungeons & Dragons 3.5E supplement, Book of Exalted Deeds (a guide to creating extremely "Good" characters):

    "Whether or not good ends can justify evil means, they certainly cannot make evil means any less evil."
  2. I use the free ClamAV on both my Mac and on my Windows 7 laptop.
  3. Here's Neptune's Niece on Virtue:



    To be honest, though, I didn't design the costume with Water Blast in mind. I created this character last December, before I'd even heard of Water Blast, to represent the planet Neptune in my personal solar-system-themed SG, Solar Angels:

    http://www.mister-rik.com/hosted/coh/solarangels.jpg

    (big file, so I'm just linking it instead of posting it)

    She was originally an ice/ice blaster and I got her to level 10 before I heard about Water Blast. So I left her at level 10 and then rerolled her as water/ice yesterday. The costume is supposed to look like a swimsuit/scuba bikini.
  4. I've finished the first three missions of a story arc titled, "Solar Angels in Peril!", and I'm looking for a few tips.

    Story summary: Dr. Margaret Sanderson, aka "Mother Sun", founder and leader of the supergroup known as "Solar Angels" has asked for your help. She, and the rest of her team have been mysteriously de-powered, several members of her team have been abducted, and she needs you to rescue those missing team members.

    (Solar Angels is a team of my own themed characters on Virtue. Dr. Margaret Sanderson/Mother Sun is a scientist who developed a procedure to imbue normal humans with superpowers. The rest of the team is made up of volunteers who underwent the procedure, and each member represents a planet or other major object/feature in our solar system. They all have the "Science" origin, except for Ms. Mars, an actual Martian, who is a "Natural" sword/shield brute.)

    So:

    Mission #1: Rescue Ms. Mars (rescue ally) and then locate and access a computer. Pretty straightforward.

    Mission #2: Rescue three more allies: Girl Mercury, Notta Planet, and Saturn Signal, removing the power-suppression collars they're wearing to restore their powers. Again, pretty straightforward. However, I originally wanted an ambush/defeat boss after rescuing the final ally (Saturn Signal), but I ran into problems with both options. With the "defeat boss" option, it seemed the boss had to be a "Boss"-level mob or higher, where I just want a Lieutenant and a couple Minions. The "ambush" option didn't work because it falls under the "non-required" mission objective category, so if I set it to spawn after rescuing the final ally, the mission completes as soon as I rescue that last ally and defeating the ambush becomes pointless. Is there a way around this? For now I've just left out the ambush/boss objective.

    Also, three allies: too many? (granted, the last one is basically superfluous without the ambush/boss, though I've left her as an ally so that she doesn't simply run off as soon as she's rescued).

    Mission #3: Rescue the final Solar Angel, Venus Lass. She's actually had her powers drained, not simply suppressed, so this is a "rescue hostage" mission, and she leaves after you rescue her, rather than staying to fight with you. Find a clue on another computer, and destroy the Experimental Power Drainer device at the end.

    Mission #4: I haven't started this one, but it will be the finale, and here's where I want to know if I can do a specific thing. Destroying an object at the end of the mission will shut off the power-suppression effect, giving the remaining Solar Angels their powers back. So I would like, after destroying the object, to have Mother Sun appear near the player character. That is, Dr. Margaret Sanderson, now powered-up, will appear in her Mother Sun guise to congratulate the player, and maybe have the player speak with her to complete the mission. I've made two separate characters to represent the same person: Dr. Margaret Sanderson in her "civilian" identity, to function as the mission contact, and then her costumed superhero identity of Mother Sun.

    Can I do this? The only way I can see to have Mother Sun spawn after destroying the object is to link an ambush to the object, but obviously I don't want her to be attackable.
  5. Quote:
    Originally Posted by Nethergoat View Post
    I don't like Praetoria because it is annoyingly hard for starting characters.
    Quote:
    Originally Posted by Techbot Alpha View Post
    AmbushAmbushAmbushAmbushAmbushAmbushAmbushAmbushAm bushAmbushAmbushAmbushAmbushAmbushAmbushAmbushAmbu shAmbushAmbushAmbushAm-
    I absolutely loved the writing in Praetoria. I'm not sure about ambushes, but my biggest problem was the nonstop knockback/knockdown, and having no mitigating powers at those levels. So many of the enemy groups, the Destroyers most notably, seemed to be set up to where each mob type had exactly one attack that they spammed over and over, and that one attack had a knockback effect. Couple that with some of the tunnel missions where you've got a really good chance of aggroing six of them at a time, and I'd almost swear I spent as much time picking myself up off the ground as I spent actually fighting. And those Destroyers with their rocket launchers and Molotov cocktails - I couldn't even round them up in to a cluster and use my melee AoE, because they'd plant themselves somewhere and attack from range, and would not budge from their spots.

    I got my first Praetorian character (a claws/invuln scrapper) to level 20 and through the portal to Paragon, and I haven't been back since.
  6. I just tried it again while standing inside the University in Steel Canyon, with 5-6 other characters standing right in front of me, and the initial window said "No heroes found!". I clicked the "Search" button again, and it gave me a very long list.
  7. Heh. I opened the search window while I was in Skyway City. It showed just me and one other person.
  8. A note about iFreeMem - I noticed on its web site that there is a different version for each version of Mac OS X, but the last version they offer is for Snow Leopard. While that version seemed to work fine under Lion, I went looking for something more "current".

    I visited the App Store and found a 99-cent utility called "MemoryFreer" that seems to work better than iFreeMem.

    In any case, while both of these utilities helped somewhat, I've come to believe that this issue is deeper than simple RAM issues, and is likely a problem on my end rather than with the game itself. I installed a fresh, clean copy of Lion on an external drive and have tried booting from that drive before playing CoH, and so far, so good. I've come across a handful of corrupted files on my internal drive (and given the huge number of files on that drive, between my personal files and the OS itself), that suggests there may be many more corrupted files, and that may be the root of the problem. Though why the problem didn't manifest until the day I installed the Issue 23 update, and why the problems don't start until after I run CoH … that's the question.

    If continue to have no problems after playing the game under the "fresh" install of Lion, I'll start the long process of fixing the internal drive. Alas, this is going to involve backing up everything important, and then reformatting the drive before reinstalling Lion and all my apps.
  9. I have a War Mace brute who uses a baseball bat. However, according to her backstory this character is from the UK, so I found myself wishing she could swing a cricket bat intstead:

    http://en.wikipedia.org/wiki/Cricket_bat
  10. Quote:
    Originally Posted by _Toxa_ View Post
    On the same page where the fonts are listed, they also mention that you can use the Font Book application to disable fonts - I wonder if that could work as well.
    Wish I would have remembered that - it would have made the job a lot easier!
  11. Quote:
    Originally Posted by Kangstor View Post
    well if you are not in any team or league both tabs have a big button says find member along with a drop down menu where you can choose your status on looking group and a search parameter but since most people left in grey one (not looking for group) people usually send tells or blind invites to those with grey and no search comment players too.
    I've used that menu to set most of my characters to "Not accepting invites". And of course I've seen that button, but "Find Member" can be interpreted several ways, not all of which are "show me a list of all online characters".
  12. Quote:
    Originally Posted by StarGeek View Post
    /who just responds with Unknown command: who
    Yeah, that's what I got when I tried that.

    Thanks for the replies everybody. I was mainly just curious about this because I couldn't find it in the interface and was wondering how these people were finding me, especially the instant I log in.

    All of my characters who are in SGs, are in my own personal SGs with no other members, and I think I've teamed with another player exactly once. Just not that into team play.
  13. I've hunted all over my game settings and interface, looking for a way to list all online characters (or at least those in my current zone), and I'm coming up empty.

    Not that I actually have a personal use for this feature. I'm just assuming it must exist judging by some of the scenarios in which I receive blind team invites or whispers:

    • I log into the game, my character is inside a building, and there are no other characters present. Nobody can see me, yet I'll get a blind invite within 10 seconds of logging in.

    • Standing in front of an ICON employee working on my costume. I would assume that if another player actually spotted me there, they would know that I can't see the invite popup or my chat window while I have the costume creator interface up, and that I'm probably not going to back completely out of the costume creator (and lose my changes) just to see what that little beep was about.

    • Flying at high speed through a zone and, as a result, being hard to click on, or even read my name as I go by, and getting invite popups.

    So I have to assume people are seeing my character on some list and they're inviting me from there. Where the heck is this list?
  14. Quote:
    Originally Posted by Doctor Roswell View Post
    If I'm remembering right, the reason brutes have Energy Aura (or at least the reason they got it as early in the game's history as they did) is to fill the "hole" left be removing their access to Ice Armor. But yes, at the time it apparently did weird things to fury generation because of its slow effects.

    Of course, War Mace's stuns theoretically do very similar (possibly worse) "weird things" to fury generation, and that seems to be working out okay. So hopefully we'll see ice powers for brutes eventually.
    My energy/energy brute isn't getting hit much either when her Disorient effects have her enemies staggering around instead of attacking.
  15. Quote:
    Originally Posted by Saint Valencrime View Post
    Not that you ever wanted to learn but now you can babble like Bob Dylan...
    That sounds like a great name for an "alternative" band:

    "Babbling Like Bob"

  16. Mister Rik

    New Player. Lost

    Quote:
    Originally Posted by Pauper View Post
    The nice thing about street hunting is that rescuing civilians will net you extra shots of Influence
    I … did not know that! (But I frequently rescue civilians anyway.)
  17. Mister Rik

    New Player. Lost

    Quote:
    Originally Posted by Memphis_Bill View Post
    Alternately alternately, open your map and head to the Hollows. Talk to david wincott - he's just a short ways out of the gate. (Should also be in your contact list.) He starts at level 5, short arc, introduces you to Flux when finished (and gives you a repeatable contact in Meg Mason.) He should have been one of the popup introductions at 5. (Unless they stopped that... I'm used to him popping up, so I may be giving you old info there.)
    Nope, now your contacts all wait until you're busily running missions in Steel Canyon or Skyway City, and then they all at the same time want you to go talk to Wincott and won't give you anything else until you do. So if you don't want to do The Hollows, you still have to take the tram from Steel or Skyway back to Atlas, hike yourself over to The Hollows, say "hi" to Wincott, and then travel back to Steel/Skyway.

    I really wish they'd knock that off and just introduce him like any other new contact.
  18. In the last few months I've posted about a couple serious problems I've had with the game:

    Paragon Market crash: Is this only affecting *me*?

    Getting frustrated: apparent memory issues

    I filed a bug report with Support about the first issue, back in March, but apparently they were never able to find the cause of the problem. As to the second issue, I've been trying to determine if I simply have some sort of hardware problem (bad RAM, corrupted hard drive, etc.) going on before filing a report with Support.

    As part of my ongoing experiments, I decided to perform a clean install of Mac OS X 10.7.4 (Lion) on one of my external hard drives. This is the same external drive on which I have City of Heroes installed. So I installed Lion and then rebooted from that external drive. After launching the game, I decided to try accessing the Paragon Market. And what do you know, the Paragon Market came up and functioned perfectly! That pretty much confirmed that the problem was at my end — something on my internal hard drive was causing a conflict of some sort.

    Since my actual main reason for installing OS X on the external drive was to root out the source of my more recent problems, though, I started thinking, "What is in my "old" OS X install, on the internal drive, that isn't in the "new" OS X install on the external drive?"

    The answer to that question was: "FONTS".

    For whatever reason, I had a memory from my past experience with Macs (going all the way back to System 7) that having a large number of fonts can end up consuming system resources. And I also remembered a little thing called "font conflicts". It so happened that I had over 800 fonts installed in my internal drive's Fonts folder (I do a lot of "hobbyist" graphic design in Photoshop, and really do use all those fonts). So my first step was to go in there and remove all those extra fonts. I opened the "new" (external drive) Fonts folder in one window, then opened the "old" Fonts folder in another window, and proceeded to remove every font from the "old" folder that didn't exist in the "new" folder.

    Aside from the possible benefits of removing all the 3rd-party fonts, this led to another interesting discovery: I had somehow ended up with multiple different versions of all or most of the system default fonts. Like so:

    "Verdana"
    "Verdana.dfont"
    "Verdana.ttf"

    It was the same for nearly every font that gets installed with OS X - I had at least three different versions of each. Note that's "versions" not "variants". ".dfont" and ".ttf" indicate entirely different file formats for the same font. My 2008 iMac shipped with Mac OS X 10.5 (Leopard) installed, and since I've had it I've upgraded to 10.6 (Snow Leopard) and then to 10.7 (Lion). These upgrades were done on top of the previous installs, rather than as "clean" installs. And it kind of looks to me like the different versions of OS X may have installed different versions of these fonts without deleting the old versions. Additionally, it's possible that Microsoft Office added its own versions of some of these fonts.

    So, along with removing the 3rd-party fonts, I went ahead and deleted the versions of these "system" fonts that didn't match the versions in the "new" Fonts folder. In most cases, this meant leaving only the version that had the ".ttf" or ".ttc" extension. Once I'd finished this "Spring cleaning", I rebooted from the internal drive, launched City of Heroes, and went to the Paragon Market. And it opened right up and worked properly, without crashing my game client. Problem solved.

    Additionally, I went on to play the game for a few hours, and after quitting the game I had none of the problems I described in the "Getting frustrated: apparent memory issues" thread. This will require more time and observation to confirm, though.

    But ... fonts. Who would have thought? I suspect Apple didn't set up the OS upgrades to get rid of the old font versions because having them there wasn't going to cause any problems (and I think some older "legacy" graphics/page layout software popular on Macs may be dependent on having specific fonts installed so as not to "break" older documents). And indeed, I'd had no troubles at all except with City of Heroes. I think the key is that the "Mac version" of the game is, as I understand it, actually the Windows version wrapped in Cider. And I'll bet Cider isn't equipped to handle conflicting Mac font versions.

    So to anybody else who is running Lion and experiencing issues similar to mine, check your Fonts folder.
  19. On the subject of ambushes, though, I wonder how many people who leave them behind simply didn't even know they were there in the first place? I've noticed that ambushes are sometimes really "late". I was working through Mercedes Sheldon's arc (I think I was on the "Magic Man" section) last night on a level 24 character in Talos Island, and got ambushed between two of the missions. But the ambush took so long to happen (and I didn't know it was coming - this was the first time I've gotten this far in this story arc). I'd just exited one mission, turned it in by phone and accepted the next mission. Then I noticed that my Enhancements, Salvage, and Recipe inventories were full, so I stood there in the same spot while I opened my map and located the nearest store so that I could sell the Enhancements. The ambushers didn't even show up until just before I got to that store, and I didn't even realized I'd been ambushed until I'd already clicked on the store door. As soon as I realized it I came back out of the store to deal with it, but they were gone. I don't know, though, if they just despawned or if they wandered back to their spawn point.

    In that particular case, though, the ambush mobs were within the zone's level range, so no biggie there if they were "left behind".
  20. Quote:
    Originally Posted by GadgetDon View Post
    So we have had griefers. Not as many as other games, when the game really retracted a lot went looking elsewhere for more fertile grounds for their games. The ones left are both fewer and seem more "let's pull a prank" as opposed to "let's ruin other people's fun".
    Your comments make me even happier - it sounds like our devs actually do something about it when griefing happens. I think that was ultimately what hacked me off so often "over there" — "X" happens, "X" has always happened, and the devs know "X" will happen again, and yet they don't even take simple, preemptive steps to prevent it. That scene I linked of all the large mounts on top of the questgivers could have been nipped in the bud by either establishing a "no mounts" zone around the questgivers (functionality that already existed in other areas of the game world, so it's not like they didn't know how to do it), or by giving the NPCs collision detection so that players/mounts couldn't occupy the same space (something they bizarrely implemented after the fact for one faction's version of these questgivers, but not the other faction's).

    Quote:
    Originally Posted by Apache_Eagle View Post
    I had forgotten about that until you mentioned it. All-in-all though it wasn't much worse than when people "left" their higher lvl ambushes in lower level zones.
    Heh. After falling victim to somebody's "left behind" level 50 gun drones in IP, I've made a point of clearing out my high-level ambushes in low-level areas.
  21. Quote:
    Originally Posted by Madadh View Post
    My understanding is that whatever you set the level bar on the difficulty slider, (-, 0, 1, etc, up to +4) will get ya an even mix of that level and the next higher level, and that this is intentional, and WAI. The exception is that +4 I don't believe even spawns any +5s.

    Not sure why this is the case, and it does seem slightly counter-intuitive, but I suspect it is in part a relic from the older difficult system.
    Huh. I've been meaning, one of these days, to go through some missions and keep a log of the levels of every mob I encounter to see what the split is. Maybe it's just the fact that defeating +1 mobs takes so frakkin' long (when you're missing 5 out of 6 attacks) that it just seems like there are twice as many of them.
  22. Quote:
    Originally Posted by StarGeek View Post
    Well, I was unable to replicate your findings. I went into KR on my level 20 character who didn't have the badge. I found Skulls that were level 5, 6, 7, and 8 and carefully checked the badge progress before and after killing them. They gave credit each time. I went from 125 skulls to 145 skulls and they all counted.
    Ah well, I must have been glitching or something.
  23. Quote:
    Originally Posted by ClawsandEffect View Post
    If you do not actually select the mission by clicking on it and clicking "Select Task", it will send you to whatever mission is at the top of your mission list.

    That means if you select a mission but do not click select task to turn your mission from yellow to red, it will not send you where you want to go.
    Aha, I wondered what the heck that button was for. Is that ever explained in-game? Because I've always just opened my mission window and clicked on the mission I wanted, which puts it there in my compass. I've seen the "Select Task" button, but thought it was just some bit of redundancy. I mean, as far as I ever knew, the mission was already selected when I clicked on it.