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ssutcliffe

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Everything posted by ssutcliffe

  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.
  16. Since we already have the ability to Clone a full costume (the one worn), I do not see a technical issue with being able to create a way to specify a costume slot number to use for Phantoms. I also don't see a reason why the same thing couldn't be done for all mastermind pets using the same method - although for pets with weapons, it would probably have to default to the weapon naturally used if the animation changes would be too hard. As for complaints about worrying that people would make 'inappropriate' costumes, the devs should simply put specific, clear examples of what they would consider that to be. The KKK example could be one, the slave example maybe another. Simply saying that you couldn't make sets that are specifically designed to denigrate anyone would probably be good enough I think. On Thunderspy, they have this already - you can pick any costume for any MM pet individually. That also isn't moderated as far as I know. I haven't seen a single MM set where someone did something offensive using that there - and that's without significant moderation. It is true that the population is low there, but I think these worries are ridiculously overblown. We'll mostly get people making interesting role playing MM sets. It would bring new life to any and all the Mastermind sets that allow it. And if we get some girl gang thug masterminds? So what! This game is about doing what you want, as long as you aren't hurting or putting down others. This is a community where very few people even *want* to do that too. And for those very few that would, well that's what reporting and the Ban Hammer are for.
  17. I'd love to see some quality of life updates on the costumes. For example, I'd like to see Masterminds get to choose the costume slot for all their pets - rather then just clones of their current worn costume. You can swap the worn costume without the henchmen changing currently, so I don't see why this should be a big change. It would make a huge difference to those of us who like making themes however, especially if you could choose a costume slot for each pet! With that small change, I suspect you'd get a whole lot of people excited about what they could do with their squads. You want a royal guard for your Princess, Lord or King character? You could make them Thugs, Mercenaries or Ninjas, but dressed up! There's a whole lot of things that would open up to those who like customizing and themes. It would also be nice to see a bigger range on the sizing of toons. It might be nice to have pixies and fairies that were closer to actual pixie and fairy size! Or a dwarf tank - actually the size of a dwarf? More faces and hair styles for male and female of course would always be welcome. I greatly appreciated the choice Homecoming made on making all the costume parts available when you create a toon, rather then unlocking them after the fact with recipes or merits. I think most people would rather create the toon look they wanted while creating it, instead of being forced to buy a recipe, create the recipe, then go to ICON after the fact just to get the look you wanted from the beginning. Good on you all, for that choice! Content wise, like many others, I think it would be nice to continue the story of Battalion and the Coming Storm. I also wouldn't mind more Shadow Shard things. And maybe revamp the Synapse task force, like what was done with Positron?
  18. If someone doesn't know about it and it's still a problem for anyone, it's still useful information I think. We all start at zero with the base editor, and there are still people joining the game. Though it may be that new people might not find this anyway with the fine guides out there now for new base editors.
  19. Supergroups are about getting people together and teaming. The old system was absolutely awful for anyone who wanted anything more then just a minimal base. Earning prestige was also poorly designed because of the enormous penalty on influence gained. For new low level toons, it was a complete deal breaker without a 50 who could give out money. There were actually guides out there for how to build the absolute smallest base you could that would still have the teleports because of the upkeep costs. That such guides actually existed showed there was a significant problem with the old system. I am a fan of task force running. I also like doing the Trials. I am NOT a fan of forced grinding by the entire supergroup to maintain a base or lose it. Grinding is not fun ever in my book. I've been seriously considering starting a SG just to build a base from scratch. When I get it the way I want it (as a starter base), then I can recruit members - which might want to stay because hopefully I'd have an interesting base. No starting SG ever had a base before because you had to have lots of prestige to even start - which made getting people to join a starting group harder because base teleports and racks are something people want from a supergroup. Personally I am very happy that they took out the Prestige system entirely. It lets newcomers to base building try things. and figure out how the system works - what works, and what doesn't. It also lets those with an artistic bent run wild and make absolutely amazing creations., which would not be the case with old prestige system. Some of the bases out there now would make great maps for missions. Anyone willing to take the time and effort to try to make an imaginative base deserves the chance to do it without grinding. on top of it Base editing can take many many hours. Days or weeks actually, to do a decent job. Taking out the prestige system lets everyone who wants to, to try making a base. It's also nice already having at least a starter base when trying to get people to join a group. With the old system, you couldn't even begin to build a base without a large group already, that was actually active. And any base had to pay costs to maintain, which meant many tried to make them as small as possible to avoid grinding - which completely negated doing most things that were extra. I'd like to see the tabs on the base editor for the parts categories get replaced with a list instead so that you could scroll with the mouse instead of clicking arrows. It would make things much easier to navigate and find. You can use the search to find specific parts, but unless you know the name, that isn't great - especially if you want to look at a whole category and see what's available.
  20. You can always do /edit_base 1 to start editing from anywhere. If your portal is trapping you, /edit_base 1 will let you start editing where it is, and let you move it. You don't need to edit just by moving to the place where it lets you do the edit function. Using this is the way to build outside when what you need to edit is reachable by portal. You portal there - and /edit_base 1 to edit that room. /edit_base 0 will also let you exit the base editor as well as the menu option. You do not have to go to any specific place to start the editor.
  21. Excellent! That worked perfectly. I still think it's a bug that it defaults to attaching to the floor, but with F5 letting you choose anything, I don't care. That's far better then doing the rotate and raise thing.
  22. It is impossible to attach the shower items to walls or even ceilings, only the floors. There is no such thing as a floor shower! It can be fudged by rotating, moving, and lifting but that is a royal pain. You can't attach them to a wall, period - you have to use a divider next to the wall, and turn off the grid to get it to attach (after spinning it around to make it face properly on a wall instead of the floor).
  23. Lately I've gotten serious about building bases. There are some problems I've noticed though. The hit box for some things for interacting with some things (fences, NPC's, anything small) seems to be very small. For NPCs in particular, you simply can't easily select or move them once they are placed somewhere with a lot of other items. Even if there aren't a lot of items, it's amazingly hard to select to move or interact with NPC's. This is really annoying. It also seems like moving things is very fiddly unless you're quite far away. This means if a floor gets moved accidentally in an outside room, and you have a roof built, it's extremely hard to reposition it accurately because you have to be too close because of the roof. This is made even worse with hard to select things like fences and iron gates, and completely impossible with NPCs. I would also like to see some improvements on NPC's. It would be nice if there were options for children. We have wonderful playground items that can be chosen, and no one to put on them except full sized men and women in suits! If one is going to make a playground or school, it would be nice to be able to add students, or parents and children. Children sitting on those monkey bars. Children sitting on the swings! Lots of fun stuff could be built with child NPCs. It might also be nice to change it so that there are only two kinds of NPC's, M and F, but assignable with the positions from the list of emotes. So if you place an NPC, you could select it and assign their position from a drop or list box, rather then picking from a huge list of NPCs with their positions assigned already. This may be impossible without changes that would be too hard - but I don't think it's bad putting the suggestion out there anyway. It would also be nice to have a way to get NPCs with certain costume pieces like wings or specialty ears for those making themed bases (fey, elves, alien NPCs, hero NPCs), certain costumes (doctors for a medical area, technicians for a science lab, ravers for a club area). Maybe even swimsuits for a pool / jacuzzi area. It really helps a base come alive with proper NPC's. It would of course be great if we could get a custom NPC critter that was built like the AE, though I'm not holding my breath for that. It never hurts to suggest though! Custom sounds assignable in rooms instead the entire base would also be great. Then clubs could have music without blaring it everywhere, and natural areas could sound - natural, without affecting your power rooms. There are all kinds of neat sound options now that seem to be unusable because everything affects the entire base. And if this has already been done but the guides are simply out of date, please let us know! I'm positive there are other base builders who'd like to assign the right kind of sounds to their rooms. That really is a must-have feature if you want to include any custom sounds. This is another thing that's really important for ambiance. There is also a bug with glass panels of all types; they block FX! This means if you want to make something like a beam. or a jet trail - behind glass for safety, any of the marvelous affects you add are invisible from behind the glass! This is really annoying, as fences just aren't the same. If you build outside, you may want things with affects outside the room being built - and hiding those effects behind the glass defeats the purpose. This is particularly true if you want to set a base in space, or something flying through the air, and want to build things enclosed, but with stuff outside like a rocket or jet engine.
  24. When you complete a morality mission now, the alignment power no longer has a timer. It also no longer awards the 'Made a Stand' badge or the alignment badge ('Gallant'). I don't know if that's by design - that the badges have just been taken out, or whether it was accidental when taking out the timer for the alignment power.
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