Floating/Stacking Base changes in i13


DeadSkip

 

Posted

The ever informative Jade Strike drew my attention to the last issue of the City Scoop over on our colonial cousins forums with particular interest to this section regarding changes to floating objects in the new issue.

I'd seen that raid pathing had been disabled so that doorways could be blocked but didn't realise what this would mean to floating/stacking until I found this post about what people had managed on test so far.

Beef_Cake's idea with having the portal beacons standing out from the Teleporter is inspired and I'm looking forward to have a mess about with it myself. Also hoping that the large screaming head can finally be placed as a "doorway" between rooms.

While its not tiered access to Salvage/Insps/Enhancers or any of the other things people have been asking for it does seem like a nice by-product of what they have done to bases and certainly a step in the right direction. Looking forward to what the more talented base builders can do with this extra power


Try as I might I really couldn't see any reference to this anywhere, even on the US base forums its dropped back a page or two so apologies if someone else has posted about it.


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@Ted Maul - The Echelon

 

Posted

ZOMG!! no more looking up to try and find out which teleporter to use, this is epic. Just hope where not getting played around with here and it makes it to live


 

Posted

Oddly I already have TP locations at eye level...

Put TP up two levels and you can stick the locations on to the front of those two levels. Generate ramps with normal desks (can remove as you would in Magic Desks) and ramp parts. If I wasn't downloading WoW path 1.6Gb I'd post a screeny.


 

Posted

Was never a fan of putting TP Beacons up on high usually created a 'TP Corridor' in which the TP's are lined up single file in order of lowest zone to highest.


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Posted

Now, if only they'd add useable doors to open and shut, people with secret IDs could construct part of their base to be their normal house, and then block off a doorway with bookshelves or something, and make a secret door in it to lead to their secret crimefighting lair


@Golden Girl

City of Heroes comics and artwork

 

Posted

Has anyone else found that the base editor crashes once in a while, usually as you're hovering a selected item around part inside an already placed item? I never had any crashes in the base editor pre-i13 (at least not on the current PC).

Had about four crashes last night while trying to build a mezzanine level.

Also, it's a real shame you can't put items in doorways... sure I saw some pictures of people doing that in the Beta... I had planned that my mezzanine would extend into the next room


Mr Megawatt, blasting stuff on Defiant


 

Posted

I'm having problems placing teleport beacons.... I've build a new room and shifted four of my 'port pads there. I'm trying to place beacons on one of the walls, and they are all forcing themselves to floor level.

The base editor is borked


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Posted

Yeah, that one got me last night too.

Slight consolation - on the Known Issues list, item 12, so hopefully they'll be getting a fix out soon.


 

Posted

[ QUOTE ]
I'm having problems placing teleport beacons.... I've build a new room and shifted four of my 'port pads there. I'm trying to place beacons on one of the walls, and they are all forcing themselves to floor level.

The base editor is borked

[/ QUOTE ]

I have found a work around to this, in that if you find a/the wall that isn't affected by this problem you can raise the thing to the right height then drag along the walls till it's in the right place.

Is annoying and time consuming so here's hoping it's fixed soon

Hope the work around helps ya all


 

Posted

Yeah, I found that the 'use a non-broken wall' tactic worked to - however, the result is that the item is in the right position - but is one space away from the wall itself.

I'm glad they are going to fix it - but I'm worried about what will happen to my 'floating' wall items, when it does get fixed...


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