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BlackSpectre

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Everything posted by BlackSpectre

  1. 400 alts????!!!! Holy doppelgängers, Batman!!!!
  2. Is there a way to determine a character's "db_id" for use in slash commands, or is the information just not available to players?
  3. Is there a trick to easily move a NPC? Cuz I have a VERY hard time doing it. if this was a thread asking for something to be fixed, that would be at the very top of my list.
  4. Also internal teleporters that look like something— like a lever or elevator buttons, passcode key box, hand or retina scanner, etc.
  5. I'm glad to see that doors made the list... but what I think would be fantastic is a variety of doors that WORK. Click on them and they open, and/or approach them and they open.
  6. I use this macro to send myself inspirations: /macro "emailsendattachment @GlobalName "Awaken" 0 2 00 Insp$$emailsendattachment @GlobalName "Awaken" 0 2 10 Insp$$emailsendattachment @GlobalName "Awaken" 0 2 20 Insp$$emailsendattachment @GlobalName "Awaken" 0 2 30 Insp$$emailsendattachment @GlobalName "Awaken" 0 2 40 Insp" What I do is fill up my entire inspiration tray with awakens, then click this macro only 4 times, and all 20 inspirations are transferred to my global email very quickly. Basically, what this macro does is transfer all of the inspirations in the bottom row of the tray. Since inspirations move down when you use or delete them, you end up getting the whole tray in just 4 clicks. 🙂
  7. Unintended attachments is mainly due to lack of understanding on how the indexing system works, but corrupting your email/character may be a real risk. It's never happened to me or any of the people I know, but I can see how things might get messed up in the back-end. Thanks for the warning. It's definitely worth keeping in mind. Use at your own risk.
  8. On my warshade, the damage resistance effects from the click power Eclipse are suppressed when mezzed (stunned). Not sure if this is supposed to do this or not, especially since this is my first experience with a warshade. Is this normal?
  9. Hi, we recently saw the addition of /powexec_togglealloff which serves a long standing need to turn off all our toggles, especially useful when changing costumes to a "normal". However, an ability that has been requested for almost as long as they game has existed is to be able to have some sort of toggle_all_on command to take away the burden of constantly toggling on toggles. I was thinking... a command that toggles on all the powers in a specified power tray might do it! Thus, /powexec_toggleon_tray. By designating an entire tray to power on, it side-steps the need for players to choose which power to turn on (which I imagine has always been the stumbling block for a command like this). I imagine most players group their defense and resistance toggles next to each other, I know I do, so this would work great! I know the upcoming change to de-toggling will address some of this issue, especially during combat, but it still doesn't address the need for something like this for costume changes and certain gameplay. For example, whenever a Warshade or Peacebringer changes forms, all toggles turn off. So it's still needed.
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  10. You can also use /copychat to copy all of the entries in one of your chat channels/tabs. In your case it would be /copychat combat Then just paste it into a document. And as far as defense goes... the difference in survivability from 40% defense to 45% defense is HUGE.
  11. I need to read the patch notes, but until then... in your opinion, how many Empyrean merits do you think is good to keep? I have 500 Emp merits right now, and am thinking of converting a few, but not sure. I typically send 50 Emp merits to every Alt that makes it to lvl 50 to help speed along the crafting of Incarnate powers. However, more than half of my alts end up sending the 50 Emps back after they've got all their incarnates. So I'm not expecting to lose a lot of Emps over time. 500 Emps gives me enough to send to 10 alts. But with many alts giving the 50 Emps back... not sure. Should I keep the 500 or sell some of them down? And if sell, how much should I keep? ************************************************* Re: Inability to convert Emp merits to Reward merits... The ability to convert to reward merits put the incarnate trials on par with the reward merits earned by task forces and other trials. I hope the Devs consider adding Reward merits as additional rewards to many of the incarnate trials that don't have them. The BAF incarnate trial, for example, typically earns about 1 Empyrean merit per run. That converts to 10 Reward merits right now, which is about the average ratio of time spent per reward merit (30 Reward merits per hour). BAF takes about 20 minutes to complete so that's right on the nose.
  12. You can't. The command never worked with names that had spaces and it's been this way for 20 years. This is also true for the /emailsendattachment command. The best you can do is rename your global name and take out any spaces. Kinda like what I did... Black Specter --> BlackSpectre. Otherwise, you're just out of luck. 😞
  13. Did a bunch of aggro testing today... The aggro changes are an improvement, and a little worse. It's a little less ridiculous now that Enemies that are beyond the cap won't just stand there and ignore the threat. But they still *will not* pursue players that move out of range. The range is small, and you can be just around the corner, 15 feet away, and they won't pursue or attack. Still a bit ridiculous, but better. The code that prevents the enemies beyond the cap from moving ends up reducing the amount of enemies that could be grouped than before this aggro change. Before, minions and lieutenants would ignore the tank, but if their boss/lieutenant ran off to attack, they would follow. Now they don't follow. I was able to group a max of about 32 enemies within a mission, and that was with a LOT of work and under optimal circumstances (the enemy groups were very close to each other). This is a little more than 3 groups, more or less (and I was only able to do it once). But the amount of extra work that it took to group this many together will have the result of players not even bothering to try to make big enemy groups. In the amount of time it would take a tank to group this many, the team could have already mowed through about 9 groups. What I would like to see is enemies pursuing the threat without a restriction to move. Let the AI handle it. Being out of range is a good criteria for enemies to stop pursuit, as is amount of travel time from starting point. Definitely keep the "holding aggro" cap. I might even recommend reducing the cap to something like 9. The point of allowing larger groups is: 1) increases the difficulty, 2) increases the risk to the team, 3) and allows "battle royals" to occur where one lone team is pit against an ARMY of enemies. Personally, I love the huge battles and all the special effects. And yes, teammates die and struggle, but that's the whole point. It makes it fun! Battles with smaller groups just don't have the same grandeur. Anyway, my two cents. I do like the change, allowing enemies who are over the cap to attack from range. It makes the situation a little less ridiculous, and that's something that's always bugged me about the way the aggro cap was implemented. Keep up the good work! 🙂 P.S. I know I've mentioned this before, but I really do like the idea of enemies growing in strength as they grow in numbers. There's a zillion justifications that would allow this, morale support, psychology of a horde, safety in numbers, berserker fury, esprit de corps, combat tactics, etc. It would probably require a bit of balancing in the game, but maybe not as much as you'd think. Group sizes are fairly consistent in the game, and that could be the benchmark to use, where the buff = 0. It would be an area buff, as more enemies arrive in the same area, the stronger the buff gets. This would also have the effect of reducing the number of enemies that a team would attempt to pull. Pull too many and the whole team dies for certain, including the tank. This would in effect be an aggro cap without a cap... it's be a soft cap more or less based on whatever the team could handle. It would also bring a lot of danger and risk into the game that currently does not exist. Food for thought...
  14. Here's an update... Talked to the guys over at the WayBackMachine and apparently what I read misled me to believe they had a search engine up and running. Turns out it's only for a very few archives, and those do not include the old COH forums. So there's no way to search the WayBackMachine. At least we can still browse the old forums. This stokes an even greater admiration for many of my fellow COH players. I've asked questions, and people have answered with links to the original COH forums. They actually had to go browsing for the link. That's a lot of effort, and a lot of kindness. I know I've said it before, but thanks guys. Looks like the only way to search the old COH forums is to take @The Philotic Knight up on his generous offer and grab a copy of the old COH forums from him. Be warned, that tiny 90 GB compressed file turns into 800 GBs of data! Make sure you have enough room on your hard drive. And thanks gain, TPK, I appreciate all the hard work you and your team did to grab these files. Using your own file search app along with the old COH forum files is a great research tool. You might not be able to browse the files, click from web page to web page, but you can still find the pages you need and even follow a thread if you need to. Pretty cool. 🙂 P.S. Here's a link to the old COH forums at the WayBackMachine that I use... there are other links for other dates, FYI. https://web.archive.org/web/20121108232155/http://boards.cityofheroes.com/
  15. Currently, when disabled the /Fullscreen command sets the windowed mode in options, but does not apply the setting so that windowed mode takes effect. For that to happen the game needs to be restarted. However, using the Options window, selecting "Windowed" and clicking "Apply" actually puts the game into windowed mode without restarting! I'd like the slash command to do the same thing. Either that or create a new slash command called "/windowed" that puts the screen in windowed mode. I tend to switch between screen views frequently. Sometimes full screen, sometimes a much smaller windowed screen. So the slash commands /fullscreen, /screen, and /wdw_load come in VERY handy for me. Anyway, just a suggestion. It would make things a little easier though. 🙂
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  16. Why players do what they do should be completely irrelevant. Why you do what you do is, however, paramount. There’s an old psychology rule that is always in play… 90% of attributions for others’ motivations are in error. Us humans are generally not bright enough to figure out why other people do things. People are very complex, and our reasoning ability is not.
  17. https://homecoming.wiki/wiki/List_of_Slash_Commands Over 200 new commands were added to the Wiki. The "Working Commands" list has been vetted and hundreds of pages created/updated and standardized, except for the technical/graphics commands. I know very little about computer graphics, and I couldn't even tell if the command worked or not when I started testing them. So I'm leaving them for someone else to look over. If you feel you can do it, please do. I know players would appreciate it. I ended up creating new wiki pages when I ran across the need for them to exist. In many cases pages needed to be updated in order to explain the slash commands. In these cases, I tried to retain the original author's verbiage as much as possible, while updating the information and layout to make things easier to understand. I created many images for these pages too. The list is far too long and frankly I couldn't remember all of them if I tried, but the ones I like most are... Pages I created: Default Folder Context Menus League Window SG_music Pages I updated: Tray Window Powexec_location Through all of this I did discover something new and cool. While attempting to make the various power tray commands easier to understand, I realized that there were trays, and then there were trays, and more trays! Different pieces of the Tray Window were all called the same thing and it got really confusing very fast. While looking through the game's configuration files I stumbled across the missing part of the puzzle.... what the Devs called the primary, secondary (Alt), and tertiary (Alt2) trays... they called them "Tray Slots"! I explain in more detail on the Tray Window page at the wiki, but in short the components of the tray window, in official verbiage, from large to small, are: -Tray Window- Tray Slots Power Trays Power Slots Power Icons I know it's a small thing, but it's kinda cool anyway. 🙂 My 2-month long project with the Wiki is now over. I am done with the slash commands. I have to say I enjoyed the detective work that many of the commands required to figure out how to use them. I felt very Sherlock Holmes-ian. I hope this helps people feel more confident in the Homecoming Wiki. Although many pages throughout the wiki still need slight updating, this one huge and useful section no longer does! For slash commands at least, I can say with utmost confidence that the Wiki is now the best place to go looking for slash commands, has the most complete list of slash commands, and the clearest instructions on how to use them than anywhere else. Cheers, everyone!
  18. The primary Menu (Status Window--> Menu) has a radial dialog button missing in front of the "Enhacnements" menu item. There are also no radial dialog buttons in front of Arena, ID, Persona Info, Chat Handle, Options, Support, and Quit.
  19. So... not sure if these count as "typos" but they are certainly text that needs correcting... The lists generated by: /cmdlist /window_names /option_list Also the list of slash commands found in the Help Window--> User--> Slash Commands looks like it's 20 years old with many obsolete commands. I'd guess the whole help window should probably be reviewed. This might seem like a lot of work, but I've already done most of it (not the Help Window though). Check out the pages for those commands at the Wiki. All the info is there. I am still working on the slash commands at the wiki, but I should be done in less than a week. Some decisions need to be made, such as how complete do you want these generated lists to be? Personally, I would include ALL the working window names. Options... just copy the options.txt file, basically. Slash commands... might need a little more thought and decision making. I can give you the cmdlist with obsolete commands removed, or I can give you the working commands in the cmdlist and other cherry-picked commands that are worthy and useful, or I can just give you a complete listing of all known working commands. It's really up to you and how much thought you want to put into it all. Frankly, if you update these lists with any of the information I have, they would be greatly improved... whether they're complete or not. Lastly, I can help out in a couple different ways. If you want, I can send you the lists that I have in the format you prefer. Then you can just copy and paste. Or, I can send you a list of items that are no longer available or new items not found in the lists. Whatever is easier. 🙂
  20. Nope. I can't find one. The /nojumprepeat command might impact auto-jump binds such as ++autorun$$++up, but how it helps is beyond me. The /nojumprepeat command suppresses or prevents jumping, after the first jump, from repeating when /autorun is turned on, but it does NOT turn off autorun. Nor does it cancel the previous /up command. When /nojumprepeat is disabled, the previous jump command resumes, as does jumping. I imagine a use for this might be to pause jumping for a moment, maybe to move under bridges or other obstacles where jumping would be difficult, without stopping forward momentum. As such, the most useful binding for this command would be +nojumprepeat. This would allow you to hold down a key to prevent jumping, and then release the key when you want to resume jumping again (assuming you have an auto-jump bind active). However, disabling the /up command serves the exact same purpose and is much more responsive. Perhaps this command was meant to work with flight to take a running jump like Superman and then fly? I got excited when I thought abut this, but nope. Although a single jump does occur, the /up command is still in effect when flying, forcing the character to gain altitude. So this command doesn't work for that either. So what does it work for? What good is it? Why was it even made???
  21. Personally, I didn't have any problem with the Dev's proposed changes to AE. I get more than enough empyrean merits farming incarnate trials. So much so, that when I run out of threads to craft incarnate powers, I use my emp merits and convert them to threads. So the loss of emp merits or threads would not have impacted me in the slightest. The one thing I use the AE for concerning incarnates the Devs left alone... earning veteran XP to unlock incarnate ability slots. It takes longer to unlock all the abilities than it does to gather all the resources to make the abilities. Besides, my first incarnate ability is always a Lore pet so that I can be more useful while tagging along on entry level incarnate trials (especially BAF). It takes far too long to unlock the Lore slot the normal way, so once they reach level 50, I take every toon into the AE and farm XP for 30 min to unlock Lore. And this ability the Devs left alone. Thankfully. But now I guess it's moot, and not a big deal either way. ***************************************** Oddly, I tend to avoid the AE in general. For some reason, whether or not a story is part of the "official" lore turns out to be important for me. It's the same thing that happens in many time travel movies... lots of trials and tribulations, but in the end it never happened and doesn't matter. Meh.
  22. I'm working on improving the descriptions for all of the movement commands at the Wiki... I fix one after the other, and then I tackle /autorun. I read what's there, and say to myself, "Wow. This page is really well written! Everything is clear and understandable, and the layout is very nice. Maybe I should change what I'm doing to match this? I look at the editing history for that page in the wiki, and do you know who wrote that page? Me! 4 days ago! ROFL I completely forgot. Funny though.
  23. That is great work, Sir! Looking forward to your future releases! 🙂
  24. A few more base editing commands and such... /attach_cycle Toggle object placement attachment (Floor, Wall, Ceiling, Surface) while in the SG base editor. (F5) /base_lighting_type number Sets lighting type while in the supergroup base editor. 0 = Indoor, 1 = Outdoor sky lighting, 2 = Outdoor with shadows /base_redo Reverse your last Undo and/or repeat action while in the SG base editor. (Ctrl-Y) /base_select Select base object. (left click) /base_undo Reverse your last action while in the SG base editor. (Ctrl-Z) /center Centers view on current x/y." At mouse cursor location /center_view /centersel Center on current selection. /drag Drag a base item. /grid_snap_cycle Cycles through object placement grid sizes while in the SG base editor. (F1) /mousedrag Start a mouse drag. /quit Used to stop base editing, but now unselects items and cancels drags while editing the base. (ESC) /room_clip_cycle Toggle wall clipping on and off while in the SG base editor. Alias: /room_clip. (F3) /rotate Rotate Selection. (RIGHT-CLICK) /select Select a base item. /select_last Select previous visible detail (SHIFT+TAB) /select_next Select next visible detail (TAB) /sell Sell a base item. (DEL) /zoom /zoomin /zoomout In all honesty, @Impish Kat gave us the bulk of what we need to edit a base. These additional commands can come in handy if something in the editor is giving you trouble. Otherwise, you can totally get by without them. I figure it's good to know they're there, though. Some additional default bindings while base editing... esc "quit" leftdrag "+mousedrag" leftclick "baseselect" leftdoubleclick "center" R "rotate 0" RightClick "rotate 0" delete "sell" TAB "select_next" CTRL+Y "base_redo"
  25. I thought this was a new thread! Serves me right for not looking carefully! 😉
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