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Posts
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Joined
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So is it a bug that the game won't let me use a crafting station until I'm level 10? I tried at 7th, 8th, and 9th with two characters; no luck until I hit 10th.
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Try the Cimerora Times, also known as Marcus. No interference, and the x8 groups are chock full of leaders (I get 2-3 times as many lts as minions when set to no bosses, otherwise lts and minions are about the same and bosses are half the mobs). The smaller maps seem to be better as the groups are closer together, and the rescue the girls mission was the best for me. Extra mobs as their guards, and no time wasted trying to escort them. And if you call Marcus on his celphone (?) you will sometimes get lucky and find that the next mission is right next door.
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Quote:The wooden posts didn't look quite right, though I will try them again now that I'm moving the domes into a larger, gentler curve.Tyrak, see you got the porters enclosed, they look good. As for the stairs, I like the look the domes gave ya. Did you have a look at the wooden posts? Those might work, and you could see how they looked stacked up on both sides of the stairway, kinda enclosing it. I did like how Stackers barrels turned out for the railings in his theater room.
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Quote:First be aware that the effect depends entirely on the viewing angle; both images were done with the same components in the same locations, just a different viewpoint. The defensive item Slow Field (which has to be crafted at an advanced worktable or forge) has unusual properties when rendered, and both has a wavery distortion effect with a low-key animation and prevents rendering of any (well, at least most - haven't tried them all) transparency layers behind it. Note the difference in the SG logo plates - normally they look transparent on that kind of floor because they are underneath the transparency layer of the floor lighting. Under the slow field, though, both the floor lighting and the SG logo itself aren't rendered.I am lost how do I erase the symbols and the glass. It is an awesome effect, please teach me O wise one!
The slow field is very expensive - it requires 20,000 prestige to place, and 200 power and 10 control to operate. Also note that as a defensive item, there are many rooms in which you can't place it. It is large, occupying a full base square, so it can't always do what you're looking for. On the other hand, it is one of the few items that can extend outside of a room. The field itself is generated by a small puck-like item in the center and only that item is limited to being placed inside the room. So you could get one down to near half the size by placing the item itself against a wall. You can even get most of a doorway covered with the slow field effect by placing one at the edge of the doorway in each adjoining room. Unfortunately that does leave a two-foot gap in the middle - but if the positioning is right and the doorway style and lighting carefully selected that might not be readily visible.
The slow field is commonly used to simulate water effects; when raised off the surface it looks very different than when it rests on the floor. There are two in the first picture: one off the floor at the top of the picture, and one on the floor at the bottom of the picture. The one resting on the floor is most visible in the effect it has on the SG logo floor plates and on the lit circles in the floor itself, but there is a modest change in the color of the floor under it. The one in the air is more noticible for the distortion effect it has.
To raise items off the floor, the most convenient way is to use a floor safe from the room details tab. As you place another item (one that sits on the floor, naturally) and move the cursor over the safe, you will see that you can adjust the height of the item. A safe can even be used to raise itself, since it stays put while you adjust the placement location. Most of the time I just use multiple safes and build a tower so I have a lot of variation in height available without moving things around each time I want a new height. The floor tile, also from room details, is a surface on which other things can be put. It is very handy when you want to place multiple things at the same height.
Once an object has been placed at the desired height, if you need to move it around but still keep it at the same height, either move the floor tile around to allow placing the object in the right spot or turn the camera view straight up and zoomed out some. With the object selected, it stays at the same height unless you run it into a floor safe (where it will then adjust normally) or move it past the boundary of the room (at which it drops to the floor). I'm not sure about the desks that are stacking objects since I seldom use them except as desks; they might interfere as well.
I recommend finding a post by stacker; there are plenty in this forum. Take a look at the links in his signature, his youtube videos on base construction tricks. Definately well worth watching. -
Quote:This is bugged - it is possible to hit all the badge sites in SG mode, get the exploration badge, and still not get credit for the beacon. I know this because I have run in SG mode non-stop since founding my SG and there were zones I had never entered prior to that. Because you personally have credit for the individual badge sites there is no way to tell which one is responsible (if it isn't more than one). For the first problem one I only had to revisit one site to get the beacon, for the second one I had to hit all of them again. Just unlucky in the order would be my guess.Yeah, I am not sure about all of them, but the last one I got, Nimble Mynx, I WAS in SG mode. I still didn't see it under my SG Exploration Badges.
Lastly, does ONE SG member have to have all of the badges, do ALL of the SG members have to have them, or can the SG members each have only SOME of the badges as long as the SG as a whole has the badges?
It doesn't matter who visits what, as long as the SG accumulates all of the sites. For example I joined an SG that didn't have the KR beacon and only had to visit one site to get it. The other sites had presumably already been visited by other members operating in SG mode. -
I thought of that, but discarded the idea without trying it because I thought it would look too goofy having railings three units thick. You really think it would work? True, the ceiling domes are quite large, which might help offset the thick railings. I suppose it wouldn't hurt to take a look at them.
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I haven't completed the teleport room, but I have completed the telepads themselves.
An individual telepad (well, another is visible next to it):
Looking down teleport row (I like the way the torches shed pools of light out onto the floor):
And another item I'm working on, a spiral stair. Using small ceiling domes until the floor blocks placing them any lower, then great altars. The bottom splits into two for two reasons - first, I wanted one stair leading to the library area and another leading more to teleport row; and second, the great altars are small and puny compared to the small ceiling domes.
From above:
Lower section:
I'm not that happy with the lower section, and may replace the twined portion with a single continuation using arcane floor patterns. They are significantly wider than the domes, though, so I don't believe it would look good enough. I also need to figure out what to use for a railing - given the round nature of both the stairs and the individual components, I will probably have to use wall items so I can get non-right angles. I could use floor torches along the outer edge but I don't want all that brightness.
I am also considering going with my original placement idea and putting the stairs in the corner of the room, expanding the second level platform appropriately. That would allow me to run the stairs down to a double-height floor (something the current layout does not permit), and have conventional stairs up to that.
Originally the stairs didn't spiral quite a tightly and there was no pillar. It was close to this shape, though, and more-or-less centered around the center of a square so I figured I'd put in a pillar and adjust the steps accordingly. I think I like it better with the pillar, but I'm not so sure about the ceiling and floor domes at the ends of the pillar.
As before, I will post when I have a completed version. In the meantime I welcome any suggestions for items to use for railings or the lower stairs, or comments on the pillar domes or the viability of splitting the stair into two as it descends. -
I don't remember seeing any reference to this before, so I figured I'd post it: slow fields erase the sg symbols from the logo plates, and erase both symbols and glass from the logo glass.
In this picture, both the logo plates and the slow field covering them are on the floor (the 'puck' is visible in the center bottom); the glass in the background is partly obliterated by an elevated slow field:
And the erasing effect works from underneath as well:
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I got my billion inf this weekend and checked - it is once again the difference in price.
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The current requirements are listed here:
http://paragonwiki.com/wiki/Basic_Telepad
Note, you do not need all of those items - arcane and tech telepads have three possible recipes each, listed thusly:
recipe
or
recipe
or
recipe
I wouldn't have spelled that out, but in some old threads a few people were reading recipes as being top to bottom instead of across a line. -
There is good advertising potential in bases, though. And with more work on the editor, and possibly base features, the base community might not be "too small to matter". (I agree, we currently are.) As it is, I expect a lot of people see the fabulous things that can be done with bases, get all excited, and then give up on it when it turns out to be a really complicated process to make something that good.
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Bah! That's not a tour group photo - that's a photo of the room that the group happened to be in. Here's a group photo!
Not with the scores, unfortunately, but you can see who's there. From the left, Terra someone-or-another, the awesomely amazing Very Visible Man (that's me), -Haz Mat (Stacker), Stone-something (I think, sorry I didn't pay a lot of attention to the name... feel free to post it or PM me and I can edit this), and I think it was StageFright for the lady.
I didn't take a picture of the door, but I'll create one post it here for you.
Edit: Here's the door.
It's made with the small arch from the arcane tab, six highback benches from the chairs tab, and the medium cable bundle from the wall details tab. I think it would look better using four benches and two chairs - the chairs have a nicer detail in the center panel, and it doesn't flicker as much that way. However, that nicer detail doesn't line up in the center of the arch (as the cable bundle doesn't, but more noticably), so maybe six benches was better. Not sure who to credit for it, I gather it wasn't one of Stackers. Whoever it is does deserve credit, he does very good work. His graveyard is top notch. -
Fine tours, two hero bases and a villainous lair. Impressive as the pictures are, it's even better to see it in person. And we had people this time! Seven to start, though one had to leave and another I think had their computer killed by Stackers base.
Worth the risk, say I. I didn't keep track of the time, but I believe we took a little over three hours altogether.
Afterward, I let Terra Shock and the inestimable Stacker into the scraps I've put together so far; they were reasonably impressed or at least kind enough to give that impression - and both offered some good ideas. So don't let your base being incomplete stop you from having people in if you have something worth showing... you might profit from it.
So who's next, and when is good for you? (Edit: I'm rooting for Fix R or MCG Warface, those being the first two who volunteered - aside from MrHassenpheffer, and I'd like a bit longer for the mental scars to fade before visiting his base again.) -
I was surprised, figured it was a bug. It repeated, though, for a couple of days. I haven't fiddled with the plot size since, and that was before I16 released. I'll upgrade again when I get about a billion more inf, so probably this week.
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Quote:The last time I upgraded, it worked like this: you'd pay 7 mil, then get back 1.5 mil. The final cost is 5.5, but you have to have the full 7 up front. It works in a similar manner for downsizing - you pay the smaller plot cost, then get a refund for the plot you had.Normally all the items in a base can be redeemed and the total sum of prestige is never depleted, but what happens if I upgrade the plot size?
Say I have spent 1.5 mill on the plot and then want to upgrade to the biggest plot (7 mill) - how much do I pay?
Do I pay 7 mill?
Or do I pay 5.5 mill (7-1.5) ? -
Quote:Thank you - always nice to get a compliment. So I might as well fish for more, right? I've finally gotten to work on my main teleport room - the telepads themselves are done, though I still need to put filler around them to block off nooks and crannies. Once that is done, I'll be putting a roof over top, making the row of teleporters into a tunnel. The floor above will be something of a lounge area, the larger open side will be a library, and the smaller open side will be a bit of storage with computers for general use.I like it a lot. Have always been a fan of your work because you’re great with dimension from all angels.
I had hoped to get more of a 45-degree angle for the row, but with triangular telepads that wouldn't have worked out so well.
Overhead view of the row of teleporters:
A view down the row:
And an individual telepad, without filler (very close to what I'd come up with before, really):
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It's a wall item - you can rotate them using torches or the round lights (try to place the wall item on the light - as you move the mouse around, the item will pivot). Using cubicles or banners to move them out from the wall, you can hang wall items in lots of ways.
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I've completed my control room, so here is the scrying pool I posted an initial try at before. This may be tweaked a little, I'm still not sure about having the Ouro pillar in it so that and the little ramp leading out to it may go away eventually.
I was originally going to have two Lay Taps in my power room, with a bridge over them, but I've decided against that and am rebuilding the room. You may be interested in the bridge, however. I've turned up the lights in these pictures so details are more visible.
The bridge is made from carved stone tables, two across, with square altars at the top; both from the Arcane tab. The wood railing is highback chairs with highback benches at the top - I expect I'll be using these along the second floor in my teleport room. It's a bit steep here given that I was crossing over a Ley Tap and didn't want to make it too wide. Under other circumstances I'd make the steps two or three units wide. The tables and altars do not have visible bottoms, which could be a problem in places. Here I didn't expect people to normally go hopping around inside the Ley Tap so I didn't care. -
The spending comes before the refund. I wasn't allowed to upgrade the plot until I had the entire price available, not just the difference. Unless there has been a change to it in the last month or so.
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Bump - Saturday, October 10th, Stacker will be giving a tour at 10pm eastern time. Makes this a good time to sign up!
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Secure bases can have two power supplies. Hidden bases, no matter how large, are limited to one.
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Regardless of whether you are expanding or shrinking, you get back the cost of the old plot when you buy a new one.
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Sadly no. The entry portal can only go in an entrance room, and the only one available is the starting 2x2. One trick I've seen is to use the ceiling/floor settings to close off three of the four squares (clicking the middle section does this) to leave the last square and the doorway to serve as a deep alcove off another room. That room is then treated as if it were the entrance.
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More on angling - some angles are easier to achieve than others and there are a limited number of possibilities, what kind of useful fixed angles can you get? And if you put an angling piece on another at various angles do you then open up more possibilities? Or just make some of the existing ones easier to achieve? With the way items can flip facing as you work through the angles, what effect if any does that have on positioning other things?
Using the supergroup symbol and colors with the logo items - how people use them for text, how the color choices change the look of things (like the glass panels changing shade, and using black banners for a decent black wall). Here's a question, do any wall items have a back as far as stacking goes? That is, can any parts stack backwards?
Possibly how lighting interacts with some items; for instance how the ley tap can change appearance quite a bit by varying the light intensity. I've noticed the blank canvas can be made to shine brightly without actually lighting anything else. Some light fixtures that are off can be brighter than those that are on provided there is a lit one nearby, but again without lighting anything else. I'm wondering how your light stairs would work with the off lamps on the outside, and a single lit one inside - something I'll have to try next time I'm fiddling with my base.
Lights - do they get brighter when you place a bunch together so they occupy the same spot? What happens when you have them partially stuck into a wall as when you slide them into a raised section of floor? I had a pit wherein I put shoji wall lamps in the corners, with two overlapping (one half-embedded on either wall) in each corner. They looked interesting, and the light was a bit different than normal. I didn't take time to try to figure out how or why since it wasn't what I was looking for, but I did remember it for possible use later.
What items are best used in non-standard ways - what has backs, tops, bottoms and so on. I've made some floors with the Rubble 3, since it has a repeating pattern that locks together nicely with careful placement. It also has a bottom and makes for a good ceiling/floor except for the jagged edge you are left with (which I concealed with the small stone blocks of the arcane set). What makes good pillars, railings, floors, walls (I've tinkered a bit with the abstract art, it has possibilities but since it stacks on itself may be too difficult to work with).
How does the slow field interact with different things? I've read that you get a moving pattern with lighter colors under it - but in fact the moving pattern is always there, just much easier to see over lighter colors. It is probably good for a bit more than watery effects and causing clipping problems with the arcane floor pattern and one of the dingy floors. What about raising it up to just below ceiling lights? What will that do? The top of the arcane pillar has an interesting pattern on the inside... given the distortion of the slow field, I wonder if any of that would 'leak' out. How about stacking multiple slow fields, one over one or more others? More things I'll have to try next time I'm editing.
Maybe something about using rotation to minimize or eliminate rendering glitches. It works for some items, sort of works from others, and doesn't work for the rest; which is which?