je_saist

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  1. Quote:
    Originally Posted by Flameshot View Post
    Thanks for posting these je-saist. Very nice work

    It should also be noted that it isn't necessary to use Cedega (Which it not free) to be able to play CoH. It does work under Wine as well.
    It does, but the Cedega Engine is also the same engine used in the Official Cider Client. Subscribing to Cedega helps insure that the game remains playable under Linux.

    So, use WINE... don't support the game.

    Subscribe to Cedega... support the Game.

    Your choice really.

    ***

    Edit: I sat on this for a while trying to figure out how I could explain why you wouldn't want to use WINE, and why subscribing to Cedega really is a better option for the future of the game on Linux. I started writing a post on the subject, and as it kept getting longer, and tying more random points together, I just moved it off of the forums and placed it here: http://zerias.blogspot.com/2010/02/w...lications.html
  2. Quote:
    Originally Posted by Profanation View Post
    I am just curious as to how my computer would fare with ultra mode. Here are some of my specs:

    HP9350f
    AMD Phenom 9850 Quad-Core
    2.5 GHz
    6GB RAM
    Vista 64-bit
    NVIDIA 9800GT

    Could I upgrade to a better to video card without upgrading other aspects of the computer (i.e. processor or heat management)?
    You could, but you probably wouldn't have to. As the first post in the thread states, the 9800 is the starting point for Ultra Mode.

    If you stay within the OpenGL 3.0 cards, any of the Nvidia GTX series would be an upgrade, as well as the RadeonHD 4870 or 4890.

    If you move to OpenGL 3.2, the RadeonHD 57xx series would be a relative crossgrade, while the RadeonHD 58xx series would be an upgrade.
  3. Was just running a Statesman's task force on a team with a Fire / Trick Arrow controller (me), a Cold Domination Defender, an Illusion / Radiation controller, a Plant / Therm Rad controller, an Archery / Mental Manip blaster, and a Stone Tank with Melt Armor. For refernce, the last two were an Electric / Electric Tank and an energy blaster.

    So, a team loaded down with defense debuffs, resistance debuffs, and regeneration debuffs.

    It took us 40 minutes to drop Ghost Widow. The Mental Manip blaster had taken weapon mastery and used Surveillance to figure out Ghost Widows actual regen rate. Ghost Widow was regenerating between 3,000 to 4,000 hp... per second. And no, this wasn't heals coming off of her PBAOE. With the cold down the stone tank was soft-capped, and with the other debuffs, her heal was not hitting.

    When we got Ghost Widow down and moved onto Scirocco, the Blaster once again checked the numbers. With a reported regen rate of 77hp per second, Scirocco's actual regen rate caculated by his running health... was around 3,000 hp... per second.

    We made it through Scirocco and went to work on Captain Mako. According to Surveillance numbers on Captain Mako, with Lingering Radiation, Heat Exhaustion, Benumb, and Drain Psyche active... he was still averaging 2,000 to 2,500 hp... per second.

    At that point we gave up.

    The AV's in Statesman's Task Force need to be examined for unintentional buffs. The TF is still completable, but something is screwed up on the back end.

    Of course, those whining about the lack of level changes in task forces will no doubt get lots of enjoyment grinding away at the currently spawned AV's in STF.
  4. Quote:
    Originally Posted by MODOG View Post
    Hey all!

    It feels great to be back after a long move (see:from FL to CA).

    To the topic at hand. I know the NVIDIA 9800s are a bit stronger than the 9600 series. I have a 9600M GT. I should be able to run Ultra on lappy but just with fairly reduces settings, right?
    we don't know enough yet to answer that properly.

    My guess is : probably not.
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'm going to say no. For an player such as myself who plays TFs a LOT Task Force Commander is trivial and only marginally more difficult than the level 20 requirement. But the purpose of moving the requirement to level 20 is to unlock the EATs for more people and I'm pretty sure that tying it to TF Commander will result in fewer people having access to them. A level requirement is something that anyone can obtain, the only question is how long it takes them, but TF based badges are unavailable to a lot of people who either hate teaming or can't team due to the limits on their available playtime.
    I hate to be rude, but if a player hates teaming, City of Heroes is not a game they should be playing.

    You're point about time commitments though is a valid one, but I already answered that in the original post, and more clearly in the second post I made. The conceptual ideas posted are designed to make Task Forces / Strike Forces with the same average time / difficulty as Moonfire. Moonfire is considered to be one of the shorter task forces in the game.

    As to whether or not players being able to do the task force? Well, that's what SuperGroups, Coalitions, Global Channels, and Forums are for. There's nothing to stop a player from saying... "well, I have 3 hours next Thursday between the hours of 4pm to 7pm to play the game... anybody else want to schedule a WarShade Unlock for then?"

    It's not really that big of a deal for players who are interested in doing more than just the bare minimum for the game. Since at least the Hero Epic Classes take some effort to play, I think it's perfectly fine for players to show some initiative or effort to get those classes.

    ***

    Then there's also the option semi-proposed by BBQ Pork of having a flat level unlock, and doing the Task Force Unlocks simply gets you the class at an earlier level.
  6. Quote:
    Originally Posted by konshu View Post
    I don't know if that's what people are thinking or not. For me the main issue is that we usually unlock features with content. Even capes, auras, and costume slots are unlocked with content.

    So why not unlock the EATs and VEATs with content?
    This is pretty much my viewpoint on it. I'm always in favor of more content.

    Quote:
    Unlocking the hero epic ATs could be linked to the Moonfire TF (level 23-28), but there isn't an appropriate analog on the villain side. I would be okay with linking VEATs to the Renault SF, however, as a reasonable compromise.

    Yes, the Renault SF relates to the "coral magic" arc in Sharkhead and not the villain epic ATs, but it is at the right level range (25-30) and it is the first open strike force you can do on behalf of Arachnos. (Virgil Tarikoss of the Cap SF is not really with Arachnos, and you need a base with a supercomputer to unlock the Silver Mantis SF.)

    I don't imagine the devs really want to do new content or revamps for this, but if it was allowed, I'd slightly re-write the Renault arc to favor the Widow and Soldier ATs, and slightly alter the Diviner Maros arc to either: a) feature the Leviathan battle from the end of the Renault SF, or b) have the Leviathan battle as a new villain Trial unlocked by the Maros arc.
    I don't imagine the developers had planned on doing new content for the unlock either.

    However, one of the the problems I have with modifying Task Forces / Strike Forces other than Moonfire, which already fits one of the stated objectives, is that none of the other TF's / SF's fit the level range. My concept is to match Moonfire for average length and difficulty, with the same level range... a nice medium between the level 20 announced by the devs, and the level 30's requested by multiple players.

    Another problem I have with modifying existing content is that the Lore of the story changes with the modifications. I'd much rather "new" content that can be modified to follow existing Lore.

    Now, back when I proposed the Mongoose Strike Force, I wound up actually requesting a lot of "new" maps and build structures, saying this:

    Quote:
    One of the noticeable features of the Mongoose Strike Force is that I propose re-using a lot of existing maps, art resources, and existing scenarios in order to create the new Strike Force. One of the ideas behind this is a quick turn-around time on development. Using existing geometry builds and map sources should enable the missions to be put together rather quickly.

    In the original draft(s), very few maps would actually have to be reworked or reskinned. By my original count, only the BioPulse rescue, the Fight through the snake tunnels, the exchange map after the snake tunnels, and the dive to the ocean floor require significant artwork changes or item changes. However, in the updated draft, I called for one more special artwork location, as the final hunt at Villa Montrose requests some special art and geomatry, but that isn't required. Most of the missions could be done on existing maps... such as the final mission could possibly be done in the CoT map with Crystals at the bottom... I think it's the one against Lilitu.
    Quote:
    One of the key-points early on in the idea was creating a task force that could be put together quickly and with little work on the part of actual developers. As the idea blossomed from a quick shot reaction 241 words long into a fully fledged workable task force, the importance of the event set in. If the developers go for this concept, this is what will sell new players on staying with the game. It's important then for the missions to be visually striking, and it's an opportunity for the developers to show off special content that they can create that the Mission Architect can't, and keeping CoV players interested during the, lets face it, downright boring sub 30 levels.
    With the Proposed Strike Forces that I made, most of the content probably could be done using recycled content.

    Off the top of my head, the only "new" content called for is the un-named NPC in the WarShade Task Force, and a couple of discrete training camps for Arachnos. In my head I imagine the Arachnos Soldiers in a Forest map like North Nerva, or on a map with lots of tents spread out in a field, like the Burned forest map where you fight Rikti. For the Widows I imagine a more typical Arachnos Base setup.
  7. Quote:
    Originally Posted by BBQ_Pork View Post
    Would existing EATs/VEATs be grandfathered in?
    Otherwise, you would have to delete my current SoAs and completely lock me out of remaking them.
    Since the current unlock is level 50, and nothing is changing until I17, I'm pretty sure any additional planned, unplanned, or proposed "unlock" work won't affect characters you already have, or affect your ability to make new characters if you have achieved the current unlock.
  8. Credit to Konshu for this suggestion: http://boards.cityofheroes.com/showp...4&postcount=73

    I like the idea of tying the unlocks of the Hero Epic Peacebringer to Moonfire. Since the Task Force grants the Honorary Peacebringer badge... it seems kind of appropriate.

    The Problem I see with tying unlocks to Task Forces is that there's no task force that awards Honorary Warshade, and there's no existing Arachnos Specific Task Force.

    So, I'd like to make the following proposal. Create Specific Task forces with the 23 to 28 level range to unlock Warshades, Widows, and Soldiers.

    For Warshades, I can see the arc being against an early Requiem in Striga Island. As I understand the Warshade class, they embody Nictus that have turned from the Dark Path, joined a willing host, reforming themselves. So, how would this work? Well, n Moonfire's story, we learn about the forced joining up the Nictus and captive council, and put an end to Arakahn's plans.

    In the proposed Requiem arc, in the first mission we are are introduced to a Nictus that serves as a lieutenant to Requiem, but who expresses some regrets about his path. In the second mish we are introduced to a Captive NPC, a minor hero selected for experimentation. However, the team is unable to rescue the Captive NPC. In the third mission, the Captive NPC is wounded, and is left to die by the council. Clues left by the council indicate that joining with a Nictus could save the NPC's life. In the Fourth mission you track down the Nictus with Regrets and convince him to save the life of the NPC. In the 5th mish, the gameplay changes up with a tower defense mechanism, such as the Terra Volta Trial. You're team has to hold off the Council while the Nictus and the NPC merge. At the end of the mission, you get a surprise... The last wave is made up of 5th Column, but as they charge in, the merge completes and the new WarShade helps you wipe up the 5th Column Charge. In the Final Mission, you take on Requim with the aid of the new WarShade. Story wise, the new WarShade is welcomed by Shadowstar, and you, the player, are introduced to more Nictus that would be happy to join with new hosts.

    *******

    Since I don't play Villain side as much as Hero Side, I only have a vague idea on how a similar introduction task force set would go.

    In my mind I see the Arachnos recruiters for the Widows and Soldiers having a bit of a crisis. New recruits are under attack by a hostile force, presumably LongBow against the Widows, and Wyrven against the Soldiers. In each task force, players are sent to Arachnos Training Camps, and must defend the camps against attack.

    In the Widow Strike Force, players learn that Swan is using her position in the Vindicators to influence the Longbow to attack specific targets. During the course of the Strike Force, players learn that Swan is working with the direction of Manticore, who is controlling another dedicate force attacking the Arachnos. The Strike Force ends with a showdown against Swan, who decides that no more Longbow forces need to be lost against the well defended Arachnos properties.

    In the Soldiers Strike Force, players learn that Manticore is feeding Swan information on Arachnos Activities in order for Swan to direct a large force attacking other Arachnos properties. Manticore himself is directing the Wyrven Force that is attacking the Soldier Camps. The Strike Force ends with a showdown against Manticore, who decides to withdraw the Wyrven forces and retreat himself, lest the Arachnos Agents expose him as the leader of Wyrven... which would likely not sit well with the Freedom Phalanx.

    In both Strike Forces, once complete, the Recruiters comment that you, the player, have shown great aptitude towards the disciplines of the Widow or Soldier. As you are in the Destined One's program, they can't touch you... but if you just happened to know anybody who might be interested in joining Arachnos, the recruiters might give them a chance on your say-so.

    Okay, I know this scenario is kind of forced to match up with the starting story for Widows and Soldiers... but I think this works.

    ***

    From my perspective, making the Epic Unlocks Task Force unlockable helps give an answer to players who want to see some kind of accomplishment for unlocking an Epic.

    Since the base task Force I kind of made up the "new" task forces on, Moonfire, is between levels 23 and 28, and isn't that long, players can still get Epic Characters relatively early. For those who feel that the unlock should come later than 20... well. There you go.

    There's also the additional problem that implementing a Task Force Unlock on Moonfire is pretty easy... it already exists. Even re-using content that's already in the game, actually setting up and implementing "new" Task Forces is probably outside the resource budgets of the development staff.

    Ergo: I propose this solution. If a specific task force unlock is acceptable to the development staff, for Issue 17, move Epic Unlocks to Level 28. If / When the specific task forces for each Epic other than Peacebringer are implemented, players can then use the task forces to earn the classes before level 28.
  9. Quote:
    Originally Posted by konshu View Post
    Actually, I think it would be a better policy if the devs unlocked the Kheldian ATs as a reward for completing the Moonfire TF.
    Save the Khelds, earn the Khelds?

    I guess it would work for PeaceBringers since that Task Force awards "Honorary Peacebringer"

    Maybe we could get a second task force for "Honorary WarShade"
  10. je_saist

    Crossbows

    Quote:
    Originally Posted by CapnGeist View Post
    Alright, Power, you want a crossbow set? Design it.

    Go sit down, think, and then come back with a 9 power set for Crossbow Blast and explain what would make it cool and interesting.

    Power, the reason nobody likes your suggestions isn't that they're inherently bad ideas, as every once in a while you say something like this which is theoretically viable. It's that your ideas are all poorly thought out or not thought out at all.

    So this is your homework: THINK. What would crossbows do? What would make them special? What would all 9 powers be? If you're not willing to do this, then stop posting suggestions altogether.
    One of the other problems I have is that sometimes suggestions are made that have been driven into the ground. I did a quick basic search of the forum for the term crossbows.

    A crossbows set has been brought up multiple times, sometimes derailing existing threads:
    http://boards.cityofheroes.com/showthread.php?t=196766
    http://boards.cityofheroes.com/showthread.php?t=143269
    http://boards.cityofheroes.com/showthread.php?t=143065
    http://boards.cityofheroes.com/showthread.php?t=175550
    http://boards.cityofheroes.com/showthread.php?t=121305

    The subject also comes up repeatedly in the Custom Weapons Request thread, I think these two being the most recent:
    http://boards.cityofheroes.com/showthread.php?p=2439471
    http://boards.cityofheroes.com/showthread.php?p=2439200

    Simply swapping out animations for the trick arrows and archery sets has been shot down multiple times over the years. While I didn't explicitly see any Red Names comment on crossbows, I have seen multiple explanations that the amount of work to animate crossbows for players would be the same as creating a new set... so why not create a new set? I, however, haven't actually seen anybody try to work out a Crossbow based power-set that doesn't copy Archery power for power.

    And no, I'm not likely to try and work it out either. Everytime I make a power-set suggestion it gets hell-repped and buried.
  11. Quote:
    Originally Posted by Kheldarn View Post
    I was pretty sure that the card I linked to was mine, but after looking at it again, I dunno... In the pics of the card, the part labeled as the "PCI Cardbus Connector" was different from what I remembered. I took my card out of my old case, and sure enough, it's not the same. My card's conenctor is one long part, and then a short part, while the one in the image is one short part, one long part, and then another short part. I took a pic of the card, and a closeup of the conenctor.
    That is indeed a PCI card you have. It is not a PCI-Express connection.

    Here is the exact same card for sale online: http://www.fadfusion.com/selection.p...er=10161209304
  12. Quote:
    Originally Posted by Leo_G View Post
    Do players play and get to lvl 50 *just* to play Khelds? I was under the impression you'd want to play a character to 50 to have fun, develop the character and play out said character's 'story', not for some unrelated perk at the end of the road. And if you *did* play to lvl 50 so you can play the EATs, don't you think the devs would catch on that that's the wrong reason to play to lvl 50?

    But IMO, I think lvl 20 is rather a shallow goal to unlock them. Why not a TF in the 20-30 range that has to do with something involving the Khelds? It'd make a lot more sense than just an arbitrary level.
    I've had the displeasure of meeting quite a few players out to get to level 50 as fast as possible just so they could play Kheldians. One of them my SG and Coalies had a good laugh over because the player wanted a Warshade, and I quote, For the Forms. He had started playing quite literally 2 days prior, and had joined a Synapse for a quick path from 15 to 20, .. then quit when he hit 20 to go and do his cape / costume mish... then complained loudly over broadcast that after doing the Tailor mish he still didn't have capes.

    I don't play villains enough to have run into anybody on the same bent villainside.
  13. je_saist

    Windows 7 or XP?

    Quote:
    Originally Posted by orangemonkey View Post
    Yes it will run properly but which one takes up the least amount of operating space to leave more room for the game to go at it? Your answer is moot.
    If you are referring to physical drive space:
    Windows Xp SP3 takes up: 3.8gigs
    Windows 7 takes up: 11.8gigs

    If you are referring to Operating System overhead
    Windows Xp Sp3 is Windows NT5: it's relatively light-weight
    Windows 7 is just Vista with the huge winsxs setup needed for NT5 backwards compatibility ripped out. Lightweight and svelte are not in Win7's list of features.

    I think the most telling aspect is that for the current x86 netbook market of Atom processors, Microsoft willingly sells and supports Windows XP because it will run on weaker hardware. Microsoft won't let vendors place NT6 operating systems on such low end systems because the performance is just so bad.

    However, once you exceed a certain amount of base processing power and memory, the performance differences between NT6 and NT5 become meaningless. If your friend is indeed building you a super computer

    say.. An AMD Phenom II X4 945 Deneb or higher, or a processor from Intel's I7 Lineup... with 4 gigs of ram... and a RadeonHD 5870...

    You won't be able to tell the difference between which OS your computer is running.
  14. je_saist

    Windows 7 or XP?

    Quote:
    Originally Posted by orangemonkey View Post
    A friend of mine is building me a super computer in anticipation for the new issue coming out with the 1337 gfx.

    You may find it a stupid question but...Windows 7 or Windows XP?
    City of Heroes uses OpenGL as it's rendering API. Providing everything works properly, you'll get the same visual image no matter what Operating System you use.

    Decisions about what OS to use then are a moot point with CoH as a reference.

    Other factors such as stability, security, performance, support, and price should be the basis upon which you choose an operating system.
  15. Fuzzy Furry Purry Kittens Will Save the World!

    Welcome to a Mew Level!

    For New Hamidon Raiders, please wear a costume with no capes, auras, scarfs, trenchcoats, or wings in order to cut down on lag during the Raid. Please keep all attack powers inside single attack. No Cone or AOE powers please.
    Controllers and Defenders, while your AOE Buffs and Heals are appreciated, please turn them off during the HOLD Phase of the Raid. Please, do not use any AOE debuffs.

    ***

    I think my two favorites are these:

    Sai is Castle's Alt.

    Be careful, Sai is BaB's in disguise
  16. Quote:
    Originally Posted by CaptainHouse View Post
    This would be hilarious. Super Strength is already Single-Target based anyways, a common theme among Stalker sets, and Rage would work very well with Stalkers. The only thing standing in the way would probably be that Super Strength and stealth don't immediately connect logically.
    um... no. Rage wouldn't work very well with stalkers. In fact, it's extremely unlikely you'll see Super Strength on Stalkers for this reason.

    If you take a quick look through all the Stalker melee sets and compare them to existing Tank, Brute, and Scrapper sets, you might notice a couple of themes. All Stalker sets contain the powers Assassin's Attack at level 6, Build Up at level 8, and Placate at level 12. Ever single set, including Martial Arts which renames Build Up to Focus Chi. The reason why each stalker set has these two powers is because of the point of Stalkers. The point of a Stalker is to do massive single target damage to a single enemy, then get out of the fight as quickly as possible. A Stalker... believe it or not... STALKS. (Definition 2)

    When you look at the melee sets of Tanks, Brutes, and Scrappers, what you might notice is that not every set has a build up, and not every set gets a build up at the same level. For example, Dark Melee doesn't get a build up, but it does get Soul Drain at level 26 on scrappers and brutes, and level 28 on Tanks. Claws and Dual Blades don't get Build Up either, but they do get Follow Up and Blinding Feint at level 8 for scrappers and brutes, and Tankers get Blinding Feint at level 20.

    These are the sets you would need to compare to the stalker sets. When you check out Dark Melee, Claws, and Dual Blades on stalkers, the set specific powers of Soul Drain, Blinding Feint, and Follow up are completely removed. Instead, the Stalkers get Build Up at level 8, Placate at level 12, and an Assassin Attack at level 6.

    So, if we carry over what the developers have done with these sets to Super Strength... I think you can already see the problem. Super Strength doesn't get Build Up. Super Strength gets rage. Now, one of the things you might notice is that Super Strength is actually down on power compared to other single target sets. Lets use Energy Melee and Stone Melee on Brutes as an example with their level 50 values

    Damage / DPA

    Super Strength
    Jab: 28.36 / 26.51
    Punch: 41.71 / 34.76
    Haymaker: 68.40 / 45.60
    Hand Clap: stun
    Knockout blow: 148.48 / 66.58
    Taunt: no damage
    Rage: +80% damage: perma-able
    Hurl: 68.40 / 27.36
    Foot Stomp: 59.22 / 28.20
    ---------------------------------
    414.57 / 229.01

    Energy Melee
    Barrage: 55.05 / 41.39
    Energy Punch: 41.71 / 50.25
    Bone Smasher: 68.40 / 45.60
    Build Up: +80% damage 10 seconds
    Whirling hands: 41.71 / 16.68
    Taunt: no damage
    Total Focus: 148.48 / 44.99
    Stun: 10.43 / 5.79
    Energy Transfer: 346.59 / 129.81
    ------------------------------------
    712.37 / 334.51


    Stone Melee
    Stone Fist: 41.71 / 50.25
    Stone Mallet: 68.40 / 42.48
    Heavy Mallet: 95.09 / 58.34
    Build Up: +80% damage
    Fault: stun
    taunt: no damage
    Seismic Smash: 148.48 / 98.99
    Hurl Boulder: 68.40 / 27.36
    Tremor: 41.71 / 12.64
    ------------------------------------
    463.79 / 290.06


    Now what these numbers show is that in outright base damage, other Single Target Sets have far more total damage than Super Strength. They also retain higher damage counts when you actually start figuring out how much damage they put down per activation. The base DPA split between Energy Melee and Stone Melee is 44.45. That's lower than the base split between Stone Melee and Super Strength, which is 61.05.

    The point here is that Super Strength needs Rage in order to remain damage competitive. With Rage, Super Strength has a total adjusted damage (414.57 + 80%) of 746.226, and a DPA of (229.01+80%) 412.218.

    Now, this damage boost is countered by the rage crash, in which your avatar goes into a weakened state. So the actual sustained DPA, even if you are able to "perma" rage winds up being around the same as other high damage / single target sets.

    ****

    Bringing this back around to Stalkers: Rage is a critical part of the Super Strength Set. It is one of the unique definers that separates the set from say... Energy Melee. That's a problem when you start thinking about a Stalker version since Rage is an auto-no-go. A stalker version of Super Strength would swap out Rage for Build up to fit the Stalker play-style of huge burst damage, get out of the fight. So, you'd have to drop Rage for Build Up, drop Taunt for Placate... and my guess is that if the devs did a Super Strength Set, they'd drop either Hand Clap or KnockOut Blow for an Assassin's Attack. I suspect that if they did proliferate the set, Hand Clap would be changed to a single target stun.

    Anyways, the basic problem stands. Most of the sets without a separate build up power that have been ported to stalkers, such as Dual Blades, Dark Melee, and Claws... features that make the sets unique have largely been kept intact. Spines, for example, is an AOE powerhouse compared to other stalker sets. Dual Blades kept the combinations. Dark Melee kept the status affects and gained a more reliable damage and to-hit boost even though it lost endurance recovery.

    Super Strength... well... it would lose it's defining feature. For that reason, because of Rage, it's extremely unlikely you'll ever see the set on Stalkers.
  17. Believe it or not, the integrated 9100 is probably going to be just a tiny bit more powerful than a 6200. The Desktop 6200 has a theoretical performance of 1,200 or 1,400 Megatexels if you had the overclocked (it really wasn't) version. The Geforce 9100 has a theoretical Megatexel performance of 1,700.
  18. Quote:
    Originally Posted by RTFirefly View Post
    I have upgraded my computer from Vista to Win 7 home premium. Ever since then COH won't load unless I run it in Win98/Winme compatibility mode. It just stays for a long time on the loading screen. Eventually it will get the login and server selection but when I try to enter the game it will hang and eventually take be back to the login screen. When I run in winme\win 98 mode the game seems laggy and the frame rates are off from when I ran the game on vista. No other compatibility mode will work. I have uninstalled and reinstalled the game. Updated all drivers. Tried running the game from a different directory. Set graphics in the game to almost rock bottom. Turned off all of the themes in Win 7 and nothing helps unless I use compatibility mode. Has anyone else seen this? Any suggestions?
    Question: how did you Crossgrade? Did you run the Windows 7 disc from within Vista?

    Did you run the Windows 7 disc from boot without loading Vista?

    Have you tried uninstalling City of Hereos, deleting the program files, and reinstalling?
  19. Quote:
    Originally Posted by Dark One View Post
    Does my P4 w/HT count as single-cored?

    I really have no idea, honestly.
    yes.

    http://mepislovers.org/mepisguides/f...g-rec-cpu.html
  20. Quote:
    Originally Posted by Perfect_Pain View Post
    TBH, I wish Posi would come in here and make a list of all the gfx cards that WILL NOT support UM in any way, shape, or form.
    ... I can give you that list off of the top of my head just on what we already know.

    Riva TNT
    Geforce series
    Geforce 2 series
    Geforce 3 series
    Geforce 4 series
    Geforce FX series
    Geforce 6 series
    Geforce 7 series
    Geforce 8600 series and below
    Geforce 9400 series and below
    Geforce Mobility series excluding 9800m GT, 9800m GTX, GTX 260M, GTX 280M

    Rage
    Rage 128
    Rage MAXX
    Radeon
    Radeon 7x00 series
    Radeon 8x00 series
    Radeon 9x00 series
    Radeon xx00 series
    Radeon x1x00 series
    RadeonHD 2x00 series
    RadeonHD 3600 series and below
    RadeonHD 4600 series and below
    Mobiltity RadeonHD 4600 series and all lower Mobility series

    Intel graphics - All series

    Matrox graphics- All series

    Trident graphics - All series

    XGI graphics - All series

    S3 graphics - All series

    ***

    It's not really that hard. The thing is, we know from HeroCon and Ghost Falcon that the starting point is the RadeonHD 4850, and we know from Positron in the first post that the starting point on Nvidia is the 9800 series.

    So, if your card is weaker than those two, Ultra Mode probably won't work. If your card is stronger than those two, Ultra Mode will probably work.

    And if you aren't sure where your card stands...

    LOOK IT UP

    ATi Desktop Cards: http://www.techarp.com/showarticle.aspx?artno=88&pgno=3

    Nvidia Desktop Cards: http://www.techarp.com/showarticle.aspx?artno=88&pgno=7

    ATi Mobile Cards: http://www.techarp.com/showarticle.aspx?artno=98&pgno=3

    Nvidia Mobile Cards: http://www.techarp.com/showarticle.aspx?artno=98&pgno=7
  21. Quote:
    Originally Posted by Psyte View Post
    I'm curious as to what kind of CPU will be considered the minimum recommended for Ultra mode, seeing as how the GPU is only part of the equation.
    the cpu requirements won't change much as the processing engine isn't changing.

    And lets be honest. If you've got a RadeonHD 4850 or better, you probably are not going to be running a single cored Sempron, Celeron, AthlonXp, Pentium4, or Socket 754 Athlon64... so it's not really that much of a big deal.
  22. Quote:
    Originally Posted by MadHobbit View Post
    ok one quesion not being asked, how GR work with eyeinfianity(or what ever it is called) and the nvidia version? might be nice to use 3 monitors.hope they are at least testing it.
    I haven't seen anything said about Eyefinity. This might be something to bug AMD about as well to make sure Eyefinity works for CoH.
  23. Quote:
    Preorder is not "Paid extra," unless the store you got it from ripped you off or you couldn't prove you'd preordered anything. So, no, that isn't a precedent. In fact, we were told *from the outset* (with the COV preorder helmets) that they would very probably give them away "at some point in the future." (Pre-COV release, so there were no vet rewards at the time.)
    This line sort of bugs me. Among the stores that do pre-orders around here now, be it Wal-Mart, Gamestop, Rhino Games, or did pre-orders in the past, such as when EB-Games was a separate franchise, every single one requires that you put some money down on a pre-order in-store. I've yet to go to a single retail store that allowed pre-orders with no money down. The first time I've seen a no-money down pre-order came with Steam allowing users to pre-order, but not charging the card until the game shipped. Granted, Gamestop online now allows to do pre-orders with no money charged until the game ships... but when CoV launched? That wasn't the normal practice.

    So yes, the pre-orders, at the time they were made, were a "paid" extra since you probably had to shell out some money for the pre-order. I remember Gamestop's minimum money down being $5.

    Granted, that pre-order money was deducted from the purchase price when you bought the full game, so except for those that didn't pick up the pre-order, there was no actual additional charge for the extra content.
  24. Quote:
    Originally Posted by Rylas View Post
    Red, were you experiencing the same crashes I described?

    [edit] Looking at the link you posted, I should probably let you know that I am running on Vista 32.
    The 9.12 driver release had a couple of serious OpenGL regressions. There was a hotfix for that driver, and I have not experienced the problems on the 10.1 release.