-
Posts
145 -
Joined
-
*Waves*
I'm back, with 100% bonus married-ness! -
If anyone wants to help out with testing the Mission Architect tooling I'm working on at the moment send me a PM ... more details here
-
[ QUOTE ]
[ QUOTE ]
Is there any interest amongst would be story writers for me to extend the tools I have on my site that I use to record the story arcs of CoX to allow them to be used for you guys to plan/document outside of the game your own created arcs when we finally get a mission creator in i14?
[/ QUOTE ]
You mean like Mid's planner helps us to plan builds, your mission planner will help us to plan Architect Missions?
Hmm.....
HELL YEAH!
[/ QUOTE ]
Yup, that's exactly what I mean. I already have a (somewhat crude) web interface for my own use in putting all the arcs online. A few tweaks here and there and it could be made usuable by the masses for custom arc creation/sharing etc. -
Is there any interest amongst would be story writers for me to extend the tools I have on my site that I use to record the story arcs of CoX to allow them to be used for you guys to plan/document outside of the game your own created arcs when we finally get a mission creator in i14?
-
All powers that summon an entity should now link a page listing all the powers available to the summoned entity, without exception. If you find a summon power that is not working as I've described please let me know.
e.g .
Blaster -> Rain of Arrows points to Rain of Arrows Summoned Entity -
[ QUOTE ]
Also, if I'm looking at a power and decide to Change Category, it takes us back to the main AT selection screen. This means I am unable to ever choose any of the categories outside of the ATs.
[/ QUOTE ]
Fixed that, the QuickNav now correctly points at the categories page instead of the index page.
That was an unintentional side-effect of me leaving the work half finished I'm afraid, sorry for the inconvenience! Nice easy fix at least -
I was in the middle of a big update to CoD when the house came up, I'm trying to work out where I left off at the moment.
Everything asked for in the above posts is covered by the changes that were already underway. I'm developing on an offline version of the site at the moment due to a lack of broadband at home, and the plan is to update the live site next week. -
I'm back ... only good reasons for my absense. I am now a proud (and poor) homeowner and have been buried beneth pots of paint and garden refuse for what seems like forever. The light is at the end of the tunnel and I am easing back into the "scene".
The house came as a surprise as we had been looking for a while, and out of the blue we found a lovely end of terrace house; what's more it was just about within our budget! We have no interweb at home yet, so I'm not back full time, but hoping to get through the piles of e-mail and PM's everyone's sent me whilst on the company's bandwidth -
[ QUOTE ]
What about damage modifiers for pet class powers?
I don't know how to convert all the unspecified values for pets into the values that they do. (and the section for attribute modifiers doesn't have a column for pets)
[/ QUOTE ]
Working on it
It'll probably be a couple of weeks though, Rock Band is finally getting a European release this week so I'll be spending a lot of time on that -
[ QUOTE ]
[ QUOTE ]
Seeing as Issue 12 is in open beta now (here in the UK at least, not sure on the timings over there in the States) City of Data has been updated for Issue 12.
Please let me know any oddities you spot, either here, or on my own forum, as I've made some substantial changes to the code for this 3rd edition of CoD to make the display of powers with multiple similar effects a lot more readable (well I hope so at least).
[/ QUOTE ]
Awesome work. I can't tell you how often I abuse this site.
One minor complaint about the new format. You've compressed a lot of values which improves readability, particularly for redundant powers (DEF All is noticeably easier to read), but it makes it a little easy to miss damage values. When you've got a 50/50 split it's easy to miss the "X damage Smashing, Lethal" and just assume it does half the damage its supposed to. I've made this mistake at least 6 times so far, most recently in thinking Crab Spider Frenzy is the worst attack in the set.
Anyway, small complaint. Thanks for the awesome work!
[/ QUOTE ]
That's a bug in my code, rather than something intentional -- it should be fixed soon.
In the meantime, enjoy the first of many (I hope) charts to go with all those lovely numbers ... http://coh.redtomax.com/data/powers/...Soldier.Frenzy -
[ QUOTE ]
Interesting to see that the new cold domination powers for defenders offer 500% defense
[/ QUOTE ]
If only
Anyway, that bug has been fixed. Thanks for pointing it out, I spend so long looking at the code it seems I only see what I expect to see when it comes to the numbers on the pages -
Seeing as Issue 12 is in open beta now (here in the UK at least, not sure on the timings over there in the States) City of Data has been updated for Issue 12.
Please let me know any oddities you spot, either here, or on my own forum, as I've made some substantial changes to the code for this 3rd edition of CoD to make the display of powers with multiple similar effects a lot more readable (well I hope so at least). -
[ QUOTE ]
Yup, seems that field isn't in the current version yet.
Edit: I should mention that powers have *two* settings related to this. There is an "IgnoreStrength" field, which is a binary flag. If its set, then the power will ignore *player attributes* that might buff the power: in other words, PlayerStrengths. However, the power will still be enhanceable: enhancements slotted into the power will still work. So lets say I make an attack with this flag set. If I slot a damage enhancement in it, the power's damage will go up as you would expect. But if you cast build up, the attack will ignore BU and will not be damage boosted by it.
There is another field called "StrengthsDisallowed." This field is a list of all strength buffs that the power will absolutely ignore, regardless of where they come from. Originally, this field was added to powers definitions so that people couldn't slot a ton of Centrioles into a melee attack and turn it into a ranged attack: most melee attacks specifically have "Range" listed in the "StrengthsDisallowed" field so that even if you somehow get a range enhancement in there, it won't do anything. Strength of Will (Willpower) specifically lists "Recharge" in this field, which is how the devs prevent *anything* from speeding up SoW's recharge.
[/ QUOTE ]
Added back in display of "This powers effects are not affected by buffs" (example), will take a look at strengthsdisallowed too as that's not currently in the data I have. -
[ QUOTE ]
Alright, if you want errors...
Something else that's been around for a while (even the previous incarnation of CoD), Unyielding states it has a 4% defense debuff when in game it is a 3.75% defense debuff. Is that a rounding error?
[/ QUOTE ]
That's fixed now. As Arcana pointed out it was a rounding error on my part (but not just limited to conversion to percentages as suspected).
It turns out that I'd screwed up the database table definition right at the very beginning and it's only just been brought to my attention -- I'd allocated room for only 2 decimal places (oops) for that field, hence the rounding of 0.0375 to 0.04 in this case. -
[ QUOTE ]
[ QUOTE ]
Sliick! I didn't realize you had this thread stashed away in the guide forum. Lots of great new features in this version (allowing you to see raw scalars, defiance, pet links, wow).
I have noticed one bug: I can't find Lightning Rod's pet anymore (manually or by clicking the link).
[/ QUOTE ]
Lightning Rod. Took a little bit of digging to find.
Great job as always, TomaxI love being able to click through to pets
Though there were a few broken links
Some that I found were
Controller_Control.Fire_Control.Fire_Imps: Currently links to Pets.FireImp, should be Pets.Imp
Epic.Dominator_Leviathan_Mastery: "Water Spout" Links to Pets.Patron.Powers.Water.Spout, should be Villain_Pets.Water_Spout. "Summon Coralax" Pets.Patron.Powers.Blue.Corolax to Villain_Pets.Corolax_Blue_Hybrid
Sorry to point these out, it's just what I foundI know how much a PITA can be to debug this stuff
[/ QUOTE ]
Don't worry about it .. I want people to point out errors to me, fixing them is fun (I'm such a nerd). Finding them isn't
New rules have been applied that should fix those problems and similar ones (e.g. most patron summoning powers should now link to the correct power) -
[ QUOTE ]
Since the last major GUI change, I haven't figured out how to check the global IgnoreStrength attribute for a power. It used to be a bold "This power is unaffected by buffs" header directly underneath the power name. Is there a way to see that flag in the current interface?
Thanks, keep up the good work!
[/ QUOTE ]
Check out most blaster primary power (example) to see that attribute in effect .. all the defiance effects have allowStrength=0, which is displayed as "[Ignores Enhancements & Buffs]" -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
By the way, I love your site...thanks for the hard work. If you could get around to the badge bug fix, that would be great.
[/ QUOTE ]
Now fixed .. CoH Badges, CoV Badges
[/ QUOTE ]
Okay, enough with the fixing things, you need to login and play, yesterday was the first day I saw you online in about 2 months lol.
[/ QUOTE ]
I've pretty much caught up on most things redtomax.com now, so hopefully I should be in-game regularly again -- until GTA:IV arrives anyway -
Excellent guide Brad, one of the best posted here imo.
-
[ QUOTE ]
By the way, I love your site...thanks for the hard work. If you could get around to the badge bug fix, that would be great.
[/ QUOTE ]
Now fixed .. CoH Badges, CoV Badges -
[ QUOTE ]
Hey RedTomax,
What browser do you use? I use IE6 and Firefox but the navigator on your site (the bit that looks like windows folders) doesn't work for me.
[/ QUOTE ]
I know that it's broken for the badges section of the site (still haven't got around to fixing that specific bug), but other than that it works fine for me on Firefox in my day to day use, and in IE7 just now it seems to be working fine.
What page are you seeing problems on? Or is it all of them. I can't say that it should be working on IE6 as I don't have that installed aywhere, but it certainly should work with Firefox, bar the excpetion with the badges pages. -
[ QUOTE ]
How soon after issue 12 will you update again???We are getting tons of new sets so I hope you can work on that too.
[/ QUOTE ]
Hopefully much sooner than it took to get an update out following issue 7 -
[ QUOTE ]
[ QUOTE ]
PS. Please forgive all the broken pages on the site over the last few days, I've been clearing out some junk from the database and didn't realise quite how many pages were still pointing at the old data.
[/ QUOTE ]
I'm glad to see things working well again. I depend on your site for so many things! The one piece that still seems to be missing is the Factions section. I keep getting blank pages when I try to follow the links there.
[/ QUOTE ]
That's fixed now. -
[ QUOTE ]
[ QUOTE ]
Especially so now -- as I'm getting married next Spring
[/ QUOTE ]
Yay, gratz, Red. =^_^=b
Now update your site with Willpower and Dual Blades.
*sigh* Would be nice to get really detailed information about the powers again, what with two new sets, and a lot of alterations to how powers work (change to root times for clicks and toggles, new Defiance, different times on Trick Arrow, etc.). Oh wells, still use the site for both making new characters, as well as checking out storyarc info (for making informed decisions on how gimpy I can make my Flashback arcs for badges).
[/ QUOTE ]
City of Data :: Powerset Quantification now updated for Issue 11 -
Some news from RedTomax.com:
As some may recall, a few years ago I made an effort to pull together various CoH fansites to get us all working with each other rather than in relative isolation. At least four different sites has a database of in-game badges; ParagonWiki was expanding and adding all the mission detail that was already on my own site; you get the idea. If we all worked together, I thought, there'd be a lot less work for us each to do.
All that came of that project was an increase in the number of links between the various sites, which was nice, but not really what I'd hoped to achieve. There was one success though: City information Terminal opened up their badge database, allowing me to stop worrying about what new badges were being added to the game and focus on other things.
The Titan Network is what I'd hoped to create from that project in all but name -- I'd have called it the RedTomax networkSo I'm very happy to announce that RT.com is now officially part of the Network. I'd have been here sooner too, if it weren't for my Xbox 360 claiming a hell of a lot of my free time over the past 9 months or so!
What will this mean for you, my dear user? Not too much to be honest, I've always worked very closely with the Titan guys so nothing's going to change there. One thing you may notice is that the RT.com forums are gone, to be honest it's a pain in the [censored] keeping the spammers out for the amount of use the forums actually get (not a lot) so I don't think they'll be too missed. The Titan Network forums now sport their very own RT.com subforum, and best of all I don't have to look after it
You'll also be able to log into RT.com using your TitanKey, so that's one less password to remember.
PS. Please forgive all the broken pages on the site over the last few days, I've been clearing out some junk from the database and didn't realise quite how many pages were still pointing at the old data. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Ever found yourself struggling to find when redname said something.
Well, now, as well as keeping up to date with the latest Dev posts (Dev Digest, Community Digest & EU Dev Digest) via RSS feeds you can search the archive that powers those feeds, free from the pain of ending up at a deleted thread!
A few examples:
- _Castle_ talking about defiance
- Anyone talking about defiance
- That MOTD popup
- Dual Blades
- Dev nerfs
[/ QUOTE ]
You're missing some Devs. See here.
[/ QUOTE ]
Nice compilation there .. hadn't seen that before ... the list of devs in the search options is pulled from those that have posted something that has been mentioned on the dev/community digest .. so any missing ones simply haven't had their name up in lights in the time that the CoH Digest has been running.
[/ QUOTE ]
Not only that, forum purges, especially the killing of temporary Issue specific forums, also kills some of the redname posts. Contrary to popular belief, threads with redname posts are not immune to purges.
[/ QUOTE ]
As long as the post is flagged up in the Dev Digest on these forums before it's pruned you'll be able to access the snapshot version of it within the CoH Digest itself until the day I close the site down.
e.g. Permanent archive of post #7992812 (Re: Save the cheerleader!)
I'm just disappointed I didn't think of this earlier, otherwise we'd have a lovely archive of posts back to sometime just before Issue 1 I think -- I wasn't around quite at the beginning ... NCSoft did their best to hide this game from us Europeans as long as they could!