Base building/editor thoughts
That woud require a complete overhaul of the base system, which will "never" be done. I know I would love to be able to use every available square.
never in quotes because they say never to say never. =P
Liberty Server
Active Character: Canadian Firestorm
Fire/Rad Controller Level 50
I think (big guess here) the reason doorways have special rules about decor & such is because they are "spawn points" for raiding. Changing the doors to accept decor would require a complete re-coding of that aspect. So, something that seems simple, is actually more complicated.
That being said, I do wonder if it would be possible to add in a "non-spawn" door as an option in the editor.
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Don�t say things. What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson |
YUMMY Low-Hanging Fruit for BASE LUV
Paragon City Search And Rescue
The Mentor Project
Has anyone ever hit the 20K mark with their base decor? Im at 19,464 and if you can't go over 20k, I am screwed because I won't be able to finish my base.
While contemplating what to do with a massive energy room that only has one enerygy item in it I got to thinking about blocking things out by filling in 1x1 squares top to bottom, then a thought came to me...
Why do we have rooms at all? it used to be, I assume, for raiding purposes, but what about starting with an 8x8 chunk of property and a 2x2 square from there you have to build square by square. This would have the side effect of allowing things to be placed in hallways. Also why should there be a limit on what can go into each "room" and instead limit the amount of items per square. why cant a salvage rack go into the base entry if you want it? Unfortunately this is just a pipe dream, and more of a mental exercise. |
Somewhere in between i12 and i13 on test there was the ability to decorate doorways. This was thankfully short lived because of all the bugs and glitches. You could use said pathing to place items in rooms that weren't their native.
Generators could be placed in telepad rooms, Telepads could be placed in workshops, One bug was you could place items in doorways, then delete the doorway and literally "hide" the object in between the building grids.
One could even move the entrance portal to other rooms.
This was bad. Base breaking bad.
When moving the plot around you could actually glitch your base entry outside of your construction zone, the result would be an entrance portal that would be out in nowhere land. The entrance portal did NOT like being moved out of its room and would throw a fit if you did.
Imagine your sg and coalition zoning into your base and falling forever.
Funny, right? It was also impossible to fix once broken.
/basedelete
Brutal.
Ignoring anyone is a mistake. You might miss something viral to your cause.
Has anyone ever hit the 20K mark with their base decor? Im at 19,464 and if you can't go over 20k, I am screwed because I won't be able to finish my base.
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I have heard horror stories of bases around the 15k mark that went poof and it took a rollback to a previous which undid a-lot of decorative progression.
Ouch.
If we are going to have improvements to the base editor the item count stability is where it needs to start.
A simple way around that would be adding objects that can substitute for the 100's that are used to make things like floors, walls...MAZES....
Ignoring anyone is a mistake. You might miss something viral to your cause.
I think (big guess here) the reason doorways have special rules about decor & such is because they are "spawn points" for raiding. Changing the doors to accept decor would require a complete re-coding of that aspect. So, something that seems simple, is actually more complicated.
That being said, I do wonder if it would be possible to add in a "non-spawn" door as an option in the editor. . |
Go to anywhere in your base and /stuck twice.
Fastest way to get back to the entrance of your base.
Ignoring anyone is a mistake. You might miss something viral to your cause.
Has anyone ever hit the 20K mark with their base decor? Im at 19,464 and if you can't go over 20k, I am screwed because I won't be able to finish my base.
|
Note, however, that this is assuming you do NOT use any base storage items - Salvage racks, vaults, etc. The item limit has been observed to be as little as 12,000 items if you have heavy use of storage items.
-k
I see myself as witty, urbane, highly talented, hugely successful with a keen sense of style. Plus of course my own special brand of modesty.
Virtue: Automatic Lenin | The Pink Guy | Superpowered | Guardia | Guardia Prime | Ultrapowered
I have a fair amount of salvage bins, But if you seen my base you would realize why my count is so high. I have multiple levels in rooms and numerous desk made walls. My prison room cells have bars that have electricty running through them. I've tried to add great detail in my rooms. sadly most are only at about a 50-75% completetion.
When constructing the Burrow, I wanted to make a 8X8 room with nothing but those library books, I wanted to have stacks of books out floating that you had to either climb or jump over, crawl under, weave through, etc.. It would have been an epic magical library. After finishing 1/16th of the room, the editor started acting buggy. We are talking Joe's apartment buggy. The estimated item count for that room was in the 12K-ish area.
I bleed when I say this: I had to scale back my ambitions.
Ignoring anyone is a mistake. You might miss something viral to your cause.
LOL, yeah but I am not about to tear apart my base yet again to re-do it. I have already done this too many times in the past that I have lost count. I guess I will have to wait and hope that the devs will show mercy and eliminate the cap or make it some unattainable number
The cap isn't a Dev-set limitation. Its a limitation of their database - they simply never anticipated people even going over the 10K item mark, so they didn't design their software to be able to handle it. The more items you have, the more database calls the system has to make, and it gets to the point the base eventually breaks.
To re-write the database system would require a kinda massive amount of work, on the level where it'd probably be easier to write a whole new editor from scratch. Which ain't happening.
-k
I see myself as witty, urbane, highly talented, hugely successful with a keen sense of style. Plus of course my own special brand of modesty.
Virtue: Automatic Lenin | The Pink Guy | Superpowered | Guardia | Guardia Prime | Ultrapowered
Ouch thats not what i wanted to hear. Thanks for the info, now my dreams of finishing my base are crushed lol. well so now i face the question of, do I want to tear it apart and rethink it, or live w/ a partially completed base. for right now I think I'll live with it.
Is there a limit to the number of objects you can have in a room before it doesn't allow you to move it? I have had rooms around the 800-900 mark refuse to move. Even though they show blue when I try to move them, the editor just pauses, then picks up as if I hadn't tried to do anything, the room being left where it was.
Anyone else seen this?
Is there a limit to the number of objects you can have in a room before it doesn't allow you to move it? I have had rooms around the 800-900 mark refuse to move. Even though they show blue when I try to move them, the editor just pauses, then picks up as if I hadn't tried to do anything, the room being left where it was.
Anyone else seen this? |
Another related thing may be happening. If the editor thinks you are moving the room to a point where the "flow" of the base is "interrupted", it will not move the room. You will get an error saying something to the effect that the room cannot be moved because it does not connect to the entrance. The room doesn't actually have to be connected to the entrance, but there needs to be a clear "path" to the entrance. I think it's another holdover from raid rules.
.
Don�t say things. What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson |
YUMMY Low-Hanging Fruit for BASE LUV
I've had this happen when the walls are "cluttered". If there are to many things against the walls, then the editor will not want to create any new doors (yes, even though there is already a door in existence). If the editor is tricked into thinking it can't create doors, it won't move the room.
Another related thing may be happening. If the editor thinks you are moving the room to a point where the "flow" of the base is "interrupted", it will not move the room. You will get an error saying something to the effect that the room cannot be moved because it does not connect to the entrance. The room doesn't actually have to be connected to the entrance, but there needs to be a clear "path" to the entrance. I think it's another holdover from raid rules. . |
While contemplating what to do with a massive energy room that only has one enerygy item in it I got to thinking about blocking things out by filling in 1x1 squares top to bottom, then a thought came to me...
Why do we have rooms at all? it used to be, I assume, for raiding purposes, but what about starting with an 8x8 chunk of property and a 2x2 square from there you have to build square by square. This would have the side effect of allowing things to be placed in hallways.
Also why should there be a limit on what can go into each "room" and instead limit the amount of items per square. why cant a salvage rack go into the base entry if you want it?
Unfortunately this is just a pipe dream, and more of a mental exercise.