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Posts
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Joined
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I got a random global friend request. I looked at it for a minute to try to figure out if it was someone I knew or whatever. Anyway, I clicked "No" and went on my merry way.
A bit afterwards, I checked my in-game email and saw that I had a RMT email from the same person (I'm pretty sure), despite my option only to receive emails from global friends. Someone found a loophole, perhaps? -
Subjective:
Please, oh please, make the demons shut up. And when they absolutely cannot remain silent any longer, let them mutter quietly. -
Untested.
/macro WAH "unselect$$targetenemynear$$powexecname Supa Blast" -
Sweet! Thanks!
Now I don't have to OCD log everybody in every few weeks. Reading patch notes FTW! -
I haven't lurked in the market forum for quite a while. I totally admit that I may have missed something about it. That being said...
I just logged in a 91-day offline hero and all of my market slots are full of bought and sold items.
What gives? This guy is on a not-regularly-played server, and I groaned when I saw that dratted 91 days -- he's the guy I'd been using as my store front. I just knew everything was going to be gone. Yet here it is...
So, is this a bug / accident / buy-a-lottery-ticket-now sort of thing, or have the offline market slot policies changed?
Thanks!
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Thanks for the responses. Happily, the teleporter fixed itself yesterday and is now going to the correct destinations.
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If it makes any difference, the beacons and teleporters are all arcane. Thanks.
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Yesterday I did some work to my base that hadn't been touched in over a year. I wanted to reconfigure the teleportation rooms and reorganize the destination zones for the teleporters.
I created a temporary teleportation room to hold the porters and beacons while I was deleting, moving, and creating rooms. Then I lined up my teleporters and moved the beacons to the desired teleporters. Not every beacon ended up attached to the teleporter to which it had originally been attached.
When all was said and done, one of the teleporters had incorrect destination zones -- it was a duplicate of the teleporter directly beside it. I checked and re-checked everything I could think of. The aux tab of the teleporter in question lists the two beacons that it should, selecting that teleporter highlights the correct two beacons, and selecting each beacon correctly highlights the teleporter that it should. No matter how I check it in edit mode, everything looks like it is supposed to look (as far as I can tell, obviously).
What am I doing wrong? And what recommendations do you offer to help fix this? Ultimately, I can sell the teleporter and beacons and craft new replacements, but since I don't know what went wrong this time, I have no confidence that replacement parts would solve the problem.
Thanks for your time.
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I'm still stalking... err, watching this thread. Does that qualify me for a queue bump? I've got a couple in there: Freedom Femme and Total Stoner.
-sc -
Is that a target for the pigeons?
*edit*
Um, I like the costumes, btw. -
You might consider becoming more active in church. Most churches that have young people in regular attendance have many different kinds of singles activities available. If your church doesn't, it might be time to consider another, even if only on a trial basis. Find one that fits. I realize that it's a broad sweeping statement, but on the whole, people in a church are less interested in the content of your wallet (or pants) and more interested in the content of your head and heart.
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Larissa
Gamma.Girl -->DONE<--
Blue Dagger -->DONE<--
Hordesman -->DONE<--
Thornster
Neil Fracas
Gideon Fontaine
Generic Hero 114
Purrga Torrie -->DONE<--
Quake (no link found)
Derek or Zapros
Wicked Angel -->DONE<--
Green Regis -->DONE<--
Acoustic Delusions
Xer'Tul
StaticThunder -->DONE<--
Cellflux
DonnchadH -->DONE<--
Larissa Rasputin
Enforcer Gnome
xenophon10k (unspecified)
Kadmon and Masked Shrike
Kro -->DONE<--
Comrade Hero -->DONE<--
Sythias (only link in the sig)
WhitePeregrine -->DONE<--
Min Min
Roxstar
Krar
Back Alley Scrapper *edit because I apparently can't spell "alley"*
Doc Boy -->DONE<--
Dark Lilac
Taxibot Sara -->DONE<--
Chloropsychosis
DerianXandor (unspecified as to which)
Synergy
Aurora Frost
Mistress Vine
Freedom Femme
Arogon
Mysterious Flame
Spade
Undead Ted
Epiphoid
Crimehawk
SR-1293CSX
Kilotonnage
Unknown request: Jericho Stone -->DONE<--
Just in case my Art Lackey status warrants it, here's another request from me:
Total Stoner (yes, he "experiments"... he's a happy guy)
*edit*
Hrm... where'd these lackeys come from? They weren't here... um, before... *sigh*
Hey, I added links! -
Is this still open, Foo? If so, I'd like to add a request!
Freedom Femme
Another look
Slightly comic-ized version (and alternate costume)
Thanks a bunch!
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Will the groups (both obelisk and pre-AV) respawn on the timer if the group is not completely, um, arrested? In other words, if you leave a minion and go (almost) clear the next group, repeat for the last group, then one final simultaneous smackdown on the last minion in each group, will the previously arrested mobs be back and waiting?
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In the cohdemo file, you'll see lines that look similar to this:
<font class="small">Code:[/color]<hr /><pre>0 234 NEW "High Lord Darketty McDarken"</pre><hr />
Simply remove the name from between the quotes.
<font class="small">Code:[/color]<hr /><pre>0 234 NEW ""</pre><hr />
-sc -
[ QUOTE ]
Alpha and mezzing. From about level 20 and on, it's really hard for a big team of all Rad Defenders. The mob alpha strike can frequently blow you away, even if you open combat with Radiation Infection (RI, a ToHit and Defense debuff). After all, you aren't going to affect every mob in a group unless they're pretty close. And if a single mez lands on the opener, perhaps from an undebuffed mob on the sidelines, down goes RI, and the second volley finishes them off. You can't turn down the difficulty enough to avoid this.
[/ QUOTE ]
Regarding the mez problem, my group has adopted a mez-first approach. How? EMP: possibly the best CC in the game.
We have two Illusion controllers. Group Invis recycles as fast as AM does, so when we gather for AM, we get our dose of Invis, too. This allows us to get right up close before the boom. The lead-off team member swaggers right into the middle of the target spawn** and hits EMP. Simultaneously (we've got the timing down), everybody else hits Enervating Field. Then we get to see the beauty of a controller's Fire Ball vs. mezzed and EF'ed targets... for each of our three controllers. Add Irradiate, Electron Haze, and other AoEs, and the spawn is dead is less time than it takes to read about it.
If there is a boss in the spawn, Cosmic Burst stacks nicely with EMP. Sometimes the Illusion Controllers use Flash + Blind. Either way, everyone's mezzed, and then everyone's dead. Next spawn, next EMP'er, rinse, repeat.
Granted, the only mez problems we had as a group were vs. Devouring Earth. Since moving to Peregrine Island, we encounter them infrequently. Your mez-first mileage may vary.
** Note: If the target is susceptible to damage from EMP (robots) and explodes when defeated (again, robots), the lead-off EMP is much more safely introduced from nearby, rather than in the middle of the group. This is experience speaking.
[ QUOTE ]
By opening combat with Phantom Army every time, the mob alpha is wasted on it.
[/ QUOTE ]
We typically use PA only when we need to gather a group or when two spawns are close to each other. Sometimes a spawn looks nasty and we'll toss pets in first, but usually not. EMP does the job.
Also, for what it's worth, we typically don't need Radiation Infection or Lingering Radiation. The amped-up damage from the controllers finishes the spawns before they have an opportunity to shoot back or run. Those powers are reserved for AVs, for the most part. -
[ QUOTE ]
Enhancement Diversification
[/ QUOTE ]
I'm outdone before I even get into the game, but... Ah, I'll play anyway. Well played, Mr. El Salvador. Well played.
The Vision