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Everything posted by Kheprera
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Neon light letters. Cowboy Bob's BBQ Sushi and Disco Emporium needs neon letters.
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The ability to fill in a doorway as we can with regular room squares. Pleeeeease?
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I have commented that my altitis involves base building. I build more than I play. I have the equivalent of five bases being worked on three base plots. Plus individual apartments/homes of characters. I have four actual characters. Bases are love.
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This was on the Original Game live, and I'd love to see this fixed. Under "Ceiling Walls," Sewer and Dingy are identical and Industrial and Factory are identical. I would think Dingy is more like the smaller bricks shown on the walls here which are Dingy and Dingy 2, and what is showing under Industrial is really Factory. See pictures below. While we're on Base Styles, I'd also completely adore getting some of the wall styles as tintable surface plates. ;D Showing the walls on the right as Dingy, Dingy 2, and Dingy 3, and the top left Ceiling Walls as Dingy, but they look like Sewer. Showing the Industrial walls on the right, and Industrial Ceiling Walls on the top left looks like Factory.
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Yup, but we don't know unless we ask. ^_^
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While I fully support this, it would break everyone's costume. Currently the costumes are as they are because the creator looks for where the piece is located in the list. If things get moved to alphabetize or rename, it will cause everyone to have to redo all their costumes. Some of my characters have large wardrobes. Just giving one or two Free Icon costume change tokens won't be enough if I have 25 costumes on one character to fix. It would make things so much easier, but the coding behind fixing it would be nightmarish.
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It's not upside down. I saw it in a Praetoria mission. You should be able to flip it using one of the following, depending what axis it sits on: Alt Ctrl-Alt Shift-Alt
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What are you using for floors for multistory?
Kheprera replied to Greyhawke's topic in Base Construction
In the past we used to use desks. While these showed top and bottom, there are 32 desks per floor tile (or large brick plate), or 2 per floor plate (as named under Surfaces). You're better off using the flooring under Surfaces if you're looking to reduce the number of items. You can also use the Very Large Brick Plate for ceilings with the Wood Floor for the floor above, or vice versa. -
Long request list. From N_Warehouse_15_Layout_07_01 Grated ramps and walkways pipes and valve wheel From N_Warehouse_30_Layout_02_01 Door and walls Elevator From NOMANSLADY Painting, shelves, and walls From Nova Praetoria Waterfall Elevator buttons and doors flooring From P_Office_30_Layout_01_06 Everything: Stairs, railings, pillars, upper floor sections, stair walls, flooring, wall panels From P_Office_30_Layout_03_03 Safety deposit boxes From P_Tech_30_Layout_09_01 Elevator Glass and wall frame for glass Glowing hex screen, tintable please From P_TECH_BIO_30_LAYOUT_01_01 Ceiling lights Floors, walls, ceiling lights Tanks of tintable liquid More tanks of tintable liquid lighted stairs, rails, and cool walls Walls and ceiling From P_Tunnels_15_Layout_03_01 Octogon grate From P_TUNNELS_30_LAYOUT_09_01 Big Gate Door with keypad Concrete stairs and ramp Wall grate and chain link fence walls Image names are tagged with the whereami location and it's also located in the chatbox on the screen to make things easier. Yes, us base builders want everything!
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Those are not my bases. They were built by others. Leandro shared them. There's more on his Twitch video that are just jaw dropping.
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Yeah. Missing something. Here's a sample: Both done using the new base building tools. Your only limit is imagination.
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Yes to snow. Yes to sand. Also lighted conifer trees. And we have lava rocks and effects, but no actual lava. I tried tinting the muddy water but it is still transparent and does not really look like lava. I think there are lava textures in the Virgil Tarikoss strike force. One of the devs, Sean McCann, worked on some of the signarture story arcs. He posted samples showing lava effects here: http://mcseanportfolio.blogspot.com/2012/08/city-of-heroes-signature-story-arc-maps.html?m=1
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Homecoming Server Update (May 20th): What's Next?
Kheprera replied to Jimmy's topic in Announcements
AFAICR, Praetorians are locked from all non-Praetorian zones until they choose hero/villain side. Can't even access Pocket D. *UPDATE* I recalled mostly correctly: -
Homecoming Server Update (May 20th): What's Next?
Kheprera replied to Jimmy's topic in Announcements
/altinvite charactername allows you to invite your alts to your SG. No in-game email, even. I've used it, it works. Naming policy: The only people I see this being a problem for are military who get deployed who won't be able to log in for months (or even over a year) and people who get hit with or have a debilitating illness that may prevent their logging in for an extended period. I have four characters. The highest is level 6. I spend most of my time base building (which is where my altitis sits, I'm working on 3 bases right now). I don't currently care to group, and hate powerleveling. I want to run through all the content; take it nice and slow and savor the journey because I didn't the first time. I can turn off XP gains to keep my levels low. On the old live servers if I made a character on one shard, I made it on all to make sure *I* had the name. Some I even played. This time around only one character will get that honor for use in base touring. My enjoyment of the game is not dependant on the name of my character. I've been a GM for tabletop rpgs since the 80s, most Hero System/Champions. I have lists of names for metas that are three-columned typed pages in the double digits. I *could* camp names, but there's no point. So I'll let someone else play a Shard or Torsion Ring with their own spin. If you have a fantastic idea for Arachnavoodoo, go for it. My concepts are still mine, they won't leave me, and they'll pop up in another game somewhere. None of my characters are past level 6. I can log them on and off with no issue as needed. As someone with Altitis and Basebuilding Syndrome, I support the name policy with exception for those mentioned above. -
Tintable lights. I used Light Panels to make a wall. This would be more awesome if these were tintable.
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So what you're saying is that you doubt it, but it may not be impossible? That's more hope, for me, than doubt! Got some clarification from Leando: "Not to public servers, the dbquery command tends to lag the deserver a bit so it's a bad idea with this many players."
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I will say that with the changes between what we had live in 2012 (i23) and the massive changes to the base editor on Homecoming, I am not certajn how compatible it will be. Pillars, for instance, are not the same. In i23 when you placed a pillar it automatically had a base and cap added. This is no longer the case. While this is, so far, the only thing I've noticed, it is likely not the only occurrence. Also, with the added items, not knowing how the coding works calling in chosen items, if it works anything like the costumes (which seems to call items based on placement on the list), then what used to be an office cubicle may now be a Carnie rug. I know Leandro has it so you can import to your own private server, though.
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Now that we can place doors side by side, I'd like the option to be able to fill door sections in like we can regular room squares. Right now we can do the ceilings and floors, but not the wall. This would help when building on top of the base but still wanting the ability to define different room styles.
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Pillars, specifically the caps that used to be on them floor and ceiling as seen here: http://www.wingedscarab.com/PGGTP.jpg They now show as this: http://www.wingedscarab.com/pillars.jpg As you can see, using the COT bases or caps doesn't work. They're too big. Would like this fixed, please.
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Leandro's thing is just for loading on personal servers, not onto Homecoming.
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Just a note for those using the biggest size room for building up: know that if you want rooms to have different styles (arcane, tech, sewer, etc.), then you should plot out your base accordingly so you use the largest room size for the style. If you use the biggest possible room, then it will be restricted to one style. You can use surfaces and dividers and such to build other rooms, but "main walls, floors, & ceilings will be affected. I discovered this as I was building last night. One of my bases is two separate bases plus character housing, all will be accessible from the city built above. One base is all tech, the other is an arcane/tech mix, and the player housings are all different. Using the One Massive Room to maximize the space above affected the asthetic in style and lighting.
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I experienced this as well.
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Oh brilliant.
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That probably won't work until we get multi-level bases. IF we're going That route, then I suggest having the editor only load one level at a time to avoid excess system/server load (trying to draw all the 3D and textures). I've made them before using desks and florescent lights, but prefab would be nicer and look better. We can build multifloor even without non-clipping activated. These I built in Paragon Chat, but had done similar in Live. My biggest dislike is how railings set up to keep people from falling off end up looking. Maybe the new editor has better things, but need to play more.