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ssutcliffe

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  1. I have found when using the new Surface Tiles to line up Window Glass 1 parts - which I am using as a floor, instead of making them the same height, it seems to push them up and down randomly, as iff there is an ;under' side and an 'over' side. Floor tiles have one level - you can only put things down on one side. You can use two both sides for a Surface Tile, but they don't seem to line up the same! I was building Outside the base when I found this happening, and before base shift was added in. It did it when dropping down the glass pieces and moving them around - and it seemed random. When the builder leaves base build mode and comes back to see, the tiles were not aligned as they should have been using an actual floor Tile. This is before actually exiting the base - which as I understand it, is generally when base shift gets added in. I've seen it happen when actually laying the glass pieces down too, so it doesn't seem to be caused by exiting the base editor. It also happened when trynig different sizes of the Surface Tiles - though I didn't try them all. I do not know if there is any problem with any of the other pieces yet. I have not yet tried lining up wall parts using the Surface Tiles yet. The Window Glass 1 parts definitely don't seem to line up properly using them though - at least not laid down as floors.
  2. I'd love to see a lot more things be tintable. Especially butterflies! Who ever heard of butterflies that were exclusively and only black?!? It would also be nice if we could get actual real placeable lava tiles. And of course, I second a better way to make letters that aren't huge sign sized. I'd also greatly appreciate more actual 3D pieces, without missing sides - like the stairs, and walls. The bottom of a wall should actually have a real bottom. And more 'floor' items that actually allow Attachment: Floor. The only pre-made door frame is also too short to attach an actual door without burying it slightly - which is just silly. I also second the notion for snow! And add that we could use sand texture! Everyone wants beaches and sandy bottom lakes! Perhaps if the mud pile was tintable, it could become sand. And make the snow effect 3 (if I'm remembering the number right) not affect the entire base! I like the way that effect looks, but no one wants buildings that are snowing inside. And of course, more and bigger glass tiles that *don't* block effects! What's the point of glass that you can't see through? Triangle blocks would be absolutely awesome for floors and ceiling textures! And as a wish item, make it so that all rooms can have all of their adjoining areas turned into corridors, so you don't have unbuildable forced mystery holes. That is a weird and very annoying thing that some corners just seem impossible to turn into actual room tiles of any kind even though they are adjacent. You can't buy a single square room, and it won't turn into a corridor. If building Outside, those holes are awful. Even building Inside that can get in one's way.
  3. You actually end up facing whatever direction you were in when entering a user made portal. The facing for the object itself or the beacon doesn't make any difference. If a portal is facing south, and you turn to the north before you pick the destination, you will come out facing north. That does mean it makes it easier if you make the facing for the entry portal to match what you want when exiting - if that's possible. That isn't true for the main base entry portal though. That one will always leave you facing south no matter what.
  4. I DESPISE the double click bug! You can unbind them though with /unbind leftdoubleclick and /unbind rightdoubleclick, but it comes back unless you do it every time. If someone knows of a way to make it the default, I'd love to know it - though unbinding is still far better then nothing! It sometimes seem to do it even if you don't double click, and is guaranteed to make me say Naughty Words when it does (and do the unbind thing immediately, so it doesn't happen again in that session). It would be nice if they would fix that hit box for NPCs though. We shouldn't have to resort to weird things just to select NPCs that no one who didn't watch a video would ever figure out, although again at least it works! I tend to use temporary floor tiles when placing NPCs, so once they're placed they never get moved ever again. That's a great trick for tweaking the height to be just right, so you can do things like place NPCs seated in a swing. Making a floor the right height is so much easier!
  5. I think that removing Prestige was an absolute home run choice for Homecoming. Base creating is exceptionally time consuming already, and adding the requirement to grind relentlessly to afford anything - or to keep the base fees paid was something that made some supergroups on Live kick people out if they weren't online enough and earning prestige. That makes for elitist big groups, and made it extremely hard to start new groups because they were too small to make a base with the teleports - so few people would want to join. Not to mention the ridiculous penalty of 50% of your influence. That heavily penalized low level toons. To learn the base editor even without prestige costs takes a great deal of time and work. To make a detailed base (without prestige costs), also takes a huge amount of time and work. I play the content, but I don't care for farms, and personally hate grinding. If I'm going to spend the time to make a real base, I don't want to be forced to grind on top of the effort to do that. The issue in the game is to have fun - and forced grinding is fun for no one.
  6. I have a swim-on-top underwater base, done by making the inside In-Base, and the water surface Outside. To make it work, you do need to place glass floors, that then get hidden by the water tiles. It's is important to make it so it isn't completely submerged - or you will see the floors. The water surface will block bubbles generators, but you still can see fish schools, sharks, and room details clearly, and it doesn't make the camera glitch. To get to the underwater areas, you will have to have a two way portal (inside/outside requires a portal). Feel free to see an example of how this worked on Everlasting - use code MERMAID-22039. I also have a base on Torchbearer which has an aquarium that you can swim under the surface (completely submerged) (inside/outside) using the window glass 1 as floors- which don't block things. You can still see the glass floors though, although looking down is clear. And on the scale of a full base, that would be time consuming using those fairly small parts as floors everywhere. You can see how that worked on Torchbearer - code BEAST-9225. You can also simulate deep water rooms by swapping water tiles upside down and the water surface under the ground. This only works for a certain height, but it lets you swim with a water surface far above. It also lets you have deeper pools and lakes then you could otherwise because you can stack them - so you can have a pond with a deeper section in the middle. I haven't figured out any way to not have a surface like glass for deep water that doesn't either glitch the camera, or lets you fall through. If you find a trick that works, I'd love to know it though! Feel free to pm me in game @Azurette if you have questions or comments!
  7. That was exactly what I was looking for. Thank you very much! The base code is SUNKENCITY-10681 on Torchbearer incidentally - check it out if you'd like.
  8. I looked at that before and it wasn't there. I guess it's either impossible, or it isn't listed. I'm guessing it isn't listed - or perhaps hardcoded in some way.
  9. That is not the ambient foghorn from IP. It is just boat sounds, as are all the others.
  10. Is there a way to set your base background music / ambient sound to the Independence Port foghorn? I couldn't find it listed anywhere. I have a base with a harbor and lighthouse, and the foghorn would be perfect.
  11. I'd like to see hallways that could be filled fully just like regular rooms. If you build outside, you don't want unbuildable Mystery Holes, which you get at every doorway wall if you don't buy them as doorway rooms. If building inside as well as outside however, that gives headaches if you actually want a regular doorway, but need to buy the doorway rooms just to avoid the holes. Often you may not even want to use some inside rooms that connect via doorways if you're building on top. You can make a regular doorway or fill-ins by truncating a room by filling in blocks in front or back of the doorways, but it would be a lot better if the doorways simply worked like the rooms do. and allowed for filling in the middle as well as the top and bottom. That would also help when placing things on top if the doorway rooms aren't actually going to be used Inside if they could be filled in.
  12. I would also love to see a Redo key, for those times you accidently undo something you wanted by hitting ^Z too many times. And I'd love to see the absolutely horrible bug that suddenly makes you fall through the floor or magically teleport to start for no reason, when you're trying to rotate or lift things get fixed!
  13. Snow #3 appears to be absolutely huge in size - on the order of the Rough Water blocks. For weather effects like these, I much prefer the sizes for every single other weather effect- which seem to be limited to the room at least. The Snow #3 definitely goes bigger then single rooms and goes up and down as well, so you can't place one on top or below unless it's very very far if you don't want it overlapping. It's the only snow effect that I really like too, so it would be great if that could get fixed. Right now it's just far too big to be practical. I'd also like to see butterflies be tintable - or at least some other color then black! While mourning cloak butterflies are nice, it would be much better to have some variety. Even if there were just one or two added if tinting is impossible (anything not black). Tintable fish would be good. And I'd love to see more types of fish. And I second the request for lily pads and lotuses. Mangroves trees for lakeside areas would be a great thing. We could make much better swamp and pond areas with these things. Tintable mud for lake bottoms would be great. Everyone wants sand - and that might work for making it. I also second the request for triangles! With that, one could make curves and domes without suffering - something that is sorely lacking. If the UI was a mouse scrollable list, that would make it so much easier to get to the category you want! Or add a way to search for categories as well as for single items. Having to manually click on each tab individually just to get to the one you want is very hard and clunky right now. It isn't even in alphabetic order either. It would be vastly better if the mouse scrolled categories until you choose one, THEN the mouse wheel goes through the item list! Having common animals like Dacy suggested - especially house pets would be awesome. House cats, not just lions and dogs smaller then the shepherd. Birds for trees, frogs for ponds, bunnies in the woods. All these things would be really good, but house cats I think would be #1. It would also be nice if using sky lighting didn't disable all manual light sources everywhere. Sky lighting is good for outside, but using it makes it really hard to control the lighting anywhere but the outside areas where you want it. The Inside base areas light as if there isn't any roof even when there is one, which generally makes things far too bright in those areas at least during the day. Then at night it gets dim and the because light sources no longer work it doesn't look good inside. Building top details like the A/C units and AC vents - as seen on top of practically every building in Atlas! NPCs that could be positioned with emotes instead of in a list. And pickable clothing categories for NPCs! No more people wearing suits at the beach or pool! And like everyone else says, more portals and ones with actual names so you don't need a cheat sheet to figure out where things are. Glass windows that don't block all effects! And on probably a dream wish list, NPCs that you could create like the AE NPCs using the costume editor - or simply being able to add certain things like wings or horns.
  14. Fantastic Beasts (Torchbearer). A natural / magic base for toons with some comfortable biomes for fire, water and nature. Pass code BEAST-9225. You can reach me using @Azurette if you have comments or interest in the supergroup!
  15. I think one of the best choices Homecoming ever made was to make ALL costume parts available at all times. There was never a time ever, that I wanted to grind for a specific part just to create the look I wanted from the very beginning. Or pay 1,000,000 influence for the recipe for a speicifc part for a level 1 toon (insect wings, fairy wings) - which actually was the case on Live. I hated having to buy a recipe for a part for a brand new level1 toon using money from a richer toon, then being forced to immediately go to ICON just to get the look I wanted from the time I created that toon. And there were things that were even worse things - like putting the Fairy Dust aura behind Emp Merits?? So only a level 50 fairy could have a fairy dust aura? Absolutely ridiculous. I was extremely happy that Auras, Capes and wings were all unlocked at creation time. If I want to create a look, I want to do it when I create it, not be forced to grind and change it over and over. There are other things to grind for. Costume parts, and base pieces for that matter are not things that are fun to grind for. There are badges that you need to grind to get. That's enough for me. Getting rid of the horrid Prestige system for building and maintaining bases was also a great choice to make. I could see them re-enabling Prestige just for ranking purposes, but for building? No thanks! And no stupid giant influence penalty for SG mode. That didn't particularly hurt high level toons, but it was an absolute deal breaker for ones at low level who had to afford SOs.
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