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BlackSpectre

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Everything posted by BlackSpectre

  1. Forest Gump. When my dad saw that touching movie he blew up! Super angry. Took me a few moments to grasp why, but in essence the idea that luck and circumstance can play such a huge roll in wealth accumulation completely goes against the ideas of work ethic and that wealth is EARNED through hard work, intelligence, and talent.
  2. Just FYI, I got the enhancement set information for my spreadsheets from this page on the Wiki https://homecoming.wiki/wiki/Enhancement_Sets. After I made these spreadsheets, I discovered an amazing page at the Wiki that does almost everything my spreadsheets do. It breaks down enhancement set bonuses by their set bonuses (energy, smashing, lethal resistance & defense, healing, range, etc.). The page is sortable by columns too! If I had known about this page I might never have created the spreadsheets... https://homecoming.wiki/wiki/Set_Bonus_Comparison_Tables I still use my spreadsheets over the wiki page, but only because sometimes it's very useful to see what the other set bonuses are on a particular enhancement when trying to choose between them. It doesn't come into play often, but when it does I'm grateful for the spreadsheets. Also, I put a lot of work into them! 🙂 A page at the wiki that I actually do use often is the Enhancements with Special Effects page. It lists all of the special enhancements that have global procs or other effects like healing or recovery granting, stealth, knockback resistance, etc. Very useful page! https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects
  3. Sadly, no. It's a bug with the commands. Their code would need to be altered in order to fix that problem... and it's low priority for the devs. So I think we're out of luck.
  4. Look a this weird moon that floated over the sky in my supergroup base...
  5. Yes, this happens... but so what? The only downside to this is when your team includes one of these players and you NEED to rely on them to play strategically to help keep the team alive. There's not that many situations in the game where one useless player on a team can not be carried... especially if you're a veteran who has taken the time to design a great build. I don't sweat anything. Who cares if they don't know how to play the game? Let them be. If they care, they'll start asking questions. Otherwise, let people play they way they want, even if it's poorly. Trying to control others is not a great strategy in any game. Try playing with respect or kindness instead of control.
  6. Well, they were 40% off, which is a fantastic sale. They could still reduce the % to something reasonable like 15% or 20%, and still have a sale. That wouldn't skew the market much. However, @Glacier Peak's answer that it was too much work behind the scenes to make it worthwhile might be true. Add the skewing of the market on top of that extra effort, and no more sale. OK. Well, bummer. Thanks for the answers guys. Appreciate it.
  7. Every year it's something I really look forward to. It makes that holiday's a little more special. At 25 mil each, they are VERY pricey! With purples selling at 15 mil these days, the Winter packs are the second most expensive thing in the market (after Hami-Os)! If the sale price is an issue, just use real life examples. 20% off is a decent sale. 25% off is a good sale. 30-50% off is a fantastic sale! What about putting the Super Pack: Heroes and Villains on sale on Veteran's Day? Or D-day? Or any other holiday celebrating heroes? Or the Super Pack: Rogues and Vigilantes on sale on St. Patricks Day (cuz those leprechauns are treacherous!), or April Fools day cuz... well, it's full of tricksters? Just some ideas... but I really am missing my Winter sale...
  8. Wow! Look at Nevermelting Ice! That salvage piece is a COMMON piece of salvage that should be going for no more than 250 inf! You can't get one for less than 3,000! Looking at how many are up for sale... almost 11 MILLION of them. Number of bids is 42,000. That's about 260 times (or 26,000%) more selling than buying! Something really does seem amiss here... with that many selling, and so few buying, the price should be bottomed out at 100 inf.
  9. Thanks. I'm excited too! I think the significance is that a door that has been locked since the beginning of the game is now unlocked... for the first time ever. That's worth celebrating. Whether or not the door leads anywhere is up in the air, but now we have the chance to find out! 🙂
  10. It depends on what we can do with it using binds/macros. /emailsendattachment definitely has advantages for specific applications over using the UI, but if you don't need to send the same thing multiple times, don't need to send multiple items with fast clicks, don't need to send one of any number of items in one click, or don't need to automate anything I totally agree. On the other hand, if you do...
  11. It was a long, 6 month journey, but I've finally figured out how we can send recipes using the /emailsendattachment slash command! OMG! I tried so many things. Random numbers up to 5,000. Patterns of numbers in imagined arrays, columns, and even numbers correlated to the letters/characters in recipe names, and of course, a numerical representation of alphabetical order. I tried codes intended to represent enhancement types and levels. I experimented with over 100 different enhancement recipes. Through all of this receiving the same error message, "This recipe is not tradeable". Six months of experimenting and nada, zilch, nothing. Last week I all but gave up. I hadn't broken the code and thought I had exhausted all of my options. There was nothing left to try. So off to Reddit I went, and asked for help. In my post I mentioned that I needed some bigger brains than mine to look at this problem. Yep. I was stuck. No where left to go... or so I thought. I don't know what the dynamic is that makes this happen, but somehow the mere act of asking for help provoked a flood of new ideas to investigate and test out. This is nowhere near the only time this has happened. I used to think it was the act of talking with someone, the conversation, the following of conceptual threads and connected implications that spurred new ideas to pop up, but this time there was hardly any conversation. It's the weirdest thing. Anyway, it turns out my fatal mistake was thinking that recipes needed an "inventory" number in order to be attached to an in-game email. It wasn't a far out idea at all... both inspirations and enhancements use an inventory number, so it makes sense that recipes would too... except they don't. After many searches, I discovered a server file named InvRecipe.dbidmap that had these strange numbers in a huge list of recipes broken down by name and by level. Since my new idea was that recipes themselves had an ID number that didn't have any relation to any sort of inventory location, I started testing the numbers in the file... and BAM! To my surprise, I hit on the solution! Boo-yah!!!! Instead of an inventory number, recipes use a special AttribFileItem ID number. The list includes the ID number, the internal name for the recipe that includes its level, and a letter from A-F representing one of each enhancement in a set. The new problem was there was no way to know which enhancement "C" was, for example! If I had 6 recipes, one for each enhancement in the set, which recipe would match A, B, C, D, E, or F? Over the last 6 months, I have been reading through a lot of code found in the game's configuration files. I'm not going to pretend I understand everything I've been reading, but In those files I saw mention of placing recipes in columns and arrays, and warnings not to change their locations. To me, this meant that recipes had a fixed sequential order which the game used to search for the recipe... and I was right. I tracked down a file that listed the recipes and their aspects (End Red/Accuracy/Damage/Range, etc) and correlated the order in which they appeared with the alphabetical order of A-F. Then I wrote a little script that took each AttribFileItem and paired it with one of the enhancement aspects in the other list. After 2 hours of processing it still wasn't done. I wrote a bad script that was processing the data far too slowly, even it it was doing it all accurately. I rethought how to accomplish what I wanted, and ended up settling on using the recipie/aspect list instead and a REGEX to match all of the recipes with the correct aspects in the AttribFileItem list. Then I went through the new list several times, fixing errors, eliminating bad data, and tracking down recipes that didn't appear in one or the other list. I finished that process 2 hours ago, and posted the new list and the new information at the Homecoming Wiki. You can find it all here... https://homecoming.wiki/wiki/Emailsendattachment_(Slash_Command) . I've been overflowing with excitement ever since I discovered the solution 3 days ago! I've figured out how to use a lot of new slash commands over the last 6 months and broken a lot of codes, but this discovery is the crown jewel! There was a part of me that felt we would never figure out how to send recipes with /emailsendattachment. Adversity can often make the successes we have far sweeter, and this is definitely true in this case. For the rest of you... well, consider this my Christmas gift to all of us. Merry Christmas, everyone! 🙂
  12. What’s the deal with the purples like Armageddon? They used to sell for 25 mil each, for 2 years straight, but now they’re 15 mil. That’s a lot of lost profit. good for buyers but bad for sellers.
  13. And behind every snarky remark is... Snarky. Hey! It's you!!!! 😉
  14. There's just more people trying to sell more things. It has driven prices down, and cut profits by about 33% over the last 6 months, but 66% profit is still worth doing. You just have to refrain from being greedy. Set a steady pace and stick to it even if your stuff sells out in 2 hours. There's still room for everyone if you leave room for them, and then the prices won't shrink down even further. Otherwise, if you don't leave room for others, then your profit will plummet and you'll kill your own success, and everyone else's, just by being overzealous. Since there may be more people crafting and selling more things, there is less salvage available and higher demand, which has driven salvage prices up. But in all honesty, I just think there are less people selling salvage. I actually make more inf selling my salvage and recipes to the Store rather than offering them up in the auction house... and it's easier and takes less time to sell it than auction it. That said, every week I empty one of my alt's salvage and recipes into the auction house and sell all salvage for 100 inf and all recipes for 1,000 inf... yep, common, uncommon, and rare alike. I just dump it. So some people are getting things really, really cheap. I don't make very much inf doing this, but I think of it as a kind of community service... helping out the less fortunate or the new players. The probable reason you see things sold for 2 mil but you can never buy IOs for that price is probably because you're trying to buy it NOW instead of placing a bid and waiting a few days. Many people place bids and wait for someone to dump the IOs into the auction house on the cheap. It's one argument for planning out your builds ahead of time so you can place low bids for the items you need before you actually need them.
  15. Yeah, back on Live the most common strategy for BAF was door sitting. There were too many variables that could go awry and often the BAF would fail. It was never certain. Always a craps shoot unless you had an amazing league. That said, it's definitely do-able. It was done for years. The choke-point strategy, however, takes nearly all of those variables and averages them across a huge group. Redundancies upon redundancies. It can work with almost any league regardless of whether players' builds are good or not, organized or not, in sync or not. Just about the only thing that can spell doom for a BAF using the choke point strategy is a lack of lore pets. And even then, if the players and their builds are awesome, they can totally compensate. So is door sitting doable? Sure. Is it better? Nope. That said, just have fun. If door sitting is fun for you, then do it. If the league leader wants you to do the choke point strategy, then start and lead your own door-sitting BAF. There's usually more than enough interest for more than one BAF. It's all good. You're totally right about other toons who can kill an entire door by themselves. I've see a few others now. My own fire blaster can do it. At the time I wrote this guide the only one I had seen shut down a door was a spines/fire brute. Doesn't mean no other toons can do it, merely that was the only one I had seen at the time. And in my BAFs, I'm happy to let people experiment by trying to shut down a door by themselves. Usually, there's more than enough lore pets to compensate for the lack of a player. P.S. This thread is old, but the guide is not. I keep it updated, so posting here is perfectly apprpropriate! 🙂
  16. SOLVED!!!! OK, OK. I didn't fix the command and it's still filled with bugs, but I found a substitute name for Energy Resistance that works!!! It is... "damagetype[4]" I found the reference in the attrib_descriptions.def file. With the ability to call up the Energy Resistance combat attribute, this command is now fully functional... at least as far as I know. I haven't tested all of the attributes, only the most commonly used ones. For the most part, that's all we need. And now we know were to look if this command ever has another problem calling up a needed attribute. 🙂 So Devs... file this one under bugged but Fully Functional and usable, and take it off your todo list. -Updated 12/16/2022 ********************************************************************************************* An easy fix for this would be to assign Energy Resistance a number. I think 0 is the only one not taken. That way we could use "0" as the attribute name, and all will be right in the world. 😉 The matching algorithm appears to be looking for unique character patterns, which is why when it searches for “Energy Resistance” and sees “Negative Energy Resistance” it throws up its hands and picks the more unique name. So if 0 is not an option, the second best thing would be a single letter. Available letters are Q and W. After that the next best thing is to create a 2 character name whose sequential pattern is unique. Looks like any 2-letter combo starting with "Q" or 'W" is available, also letter/number combos like 1A. It's a practical and fast solution because it gives us access to the attribute. That's really all we need. Changing the pattern matching algorithm would be possible, but it would most likely prevent us from using unique text patterns for abbreviations, which are super important to stay under the 256 character limit in binds. For example, we can currently use "BAS" for the attribute name with this command rather than "Base Defense". Much shorter... and necessary! To see how to assign an attribute a number, just look at any of the damage typed defense attributes. They all have been assigned numbers. Ideally, all of the attributes would be assigned a number, but like I said above, it's not necessary. What's important, for this command anyway, is that the command has access all of the attributes, and Energy Resistance is an important one.
  17. As you know, one of the big problems with using /monitor_attribute with binds is the dang 256 character limit! Not only is the slash command long, but the attribute names are also very long. I did some poking around and discovered several number codes and a bunch of random letters for attribute names. I also found out the command searches for the attribute names using some sort of inconsistent text or pattern matching that helped me figure out some abbreviations. There is a known bug with the command that prevents the use of "Energy Defense" and "Energy Resistance" as attribute names. When those names are used, "Negative Energy Defense" and "Negative Energy Resistance" pop up instead. Luckily, I discovered you can use the number "7" as a substitute name for "Energy Defense", and "DamageType[4]" as a substitute name for "Energy Resistance." Anyway, here's the list of codes and abbreviations I came up with (I also updated the Wiki with this info): 1=Toxic Defense 2=AoE Defense 3=Smashing Defense 4=Lethal Defense 5=Fire Defense 6=Cold Defense 7=Energy Defense 8=Negative Energy Defense 9=Psionic Defense ED=Ranged Defense MEL=Melee Defense BAS=Base Defense L R=Lethal Resistance G R=Smashing Resistance RE R=Fire Resistance Cold R=Cold Resistance GY R=Negative Energy Resistance NIC R=Psionic Resistance C R= Toxic Resistance DamageType[4]=Energy Resistance CC=Accuracy Bonus SE P=Confuse Protection T E=Current Endurance NT H=Current Hit Points DA=Damage Bonus SU=Endurance Consumption XP=Experience Debt XT=Experience to Next Level D P=Hold Protection INF=Influence NH=Inherent TC=Last Hit Chance DS=Level Shift X H=Max Hit Points ME B=Recharge Time Bonus Y RA= Recovery Rate N RAT=Regeneration Rate PVE=Stealth Radius (PvE) T B=To Hit Bonus FL=Flying Speed PI=Jumping Speed RU=Run Speed
  18. SG, do you still need to know this answer? This is an old thread. But hey, as long as I'm here... The window name for the Attribute Monitor is "combatmonitor". Can't be opened with /Window_show or closed with /window_hide. Can be resized with /window_scale, however. I just updated the Wiki with a whole bunch of codes and abbreviations for the various combat attributes that can help fit them into the 256 character limit for binds.
  19. I've updated the Wiki with codes and abbreviations to use with /monitor_attribute. They cut out a lot of characters which help us fit many attributes within the 256 character limit in binds.
  20. I concur. PowerReady seems to accept only 1 variable/power, processing from left to right.
  21. I don’t think we need a new zone. Instead we need things that will bring people to the currently empty zones… fault line, Crey’s folly, rikti war zone, all of Praetoria, khalisti warf, shadow shard, etc. They need to be bustling with activity, thriving and alive… even if the only ones in the zone are NPCs. More cars, trucks, pedestrians, construction machinery digging trenches, electricians working on power lines and cell phone towers, police helicopters flying around, jets streaking through the sky, smaller and large planes flying across the sky, trucks, cars, bicyclists, motorcyclists, gondolas sailing the canals of Venice, Italy… er, i mean Founders Falls, lines of people, shoppers inside stores, etc. just make it feel more ALIVE! how about a bunch of cars moving on the amazing highways in Skyway? Make it busy! have Rush hour throughout the zones! Playing in PRAETORIA and Khasti Wharf I get a very empty and eerie feeling. PRAETORIA looks beautiful, but the vacuum Robots being the only ones in the zone is disturbing. where are all the gas stations? and there’s more but you get the gist. 🙂
  22. OK cool. I have only opened specific .pigg files, so knowing it can view all of them at the same time is very helpful! Thanks!
  23. Ah. OK. That's completely counter-intuitive, that uncompressing something and then executing the file is faster than executing a loose file that doesn't need any decoding. But I get it. If executing loose files in the data folder is an additional sub-routine and requires processing through a lot of additional code, then yeah, it'd be slower than a simple decoding. Good to know, and thanks for the explanation. I'm only now starting to explore the code side of COH. Not being a programmer (I've only learned a few scripting languages), it's a bit of a learning curve. I'm definitely not comfortable mucking around in the game files yet. If I guessed that tracking installed mods is simpler because City Mod Installer assigns each mod its own ID number and organizes them accordingly in the folder, would I be correct? I really need to try out City Mod Installer. I'm so used to just using the data folder, and having direct access to the files without any need to convert them from another format, that I've been hesitant (I run a Mac which complicates things). Also, adding the flag to the game's launch parameters also gives me pause. Adding ANYTHING extra to the way the game runs gives me pause because it's yet another thing that can break, or become unsupported. But I know enough to either fix things if they break or adjust that really it's just nervousness talking. It's like the various binding apps like City Binder. I know many people love it, but since I have a fairly decent level of expertise in creating binds, and I'm so used to doing them by hand and from scratch, something like City Binder is something I don't really need. To me such an app is a layer of obfuscation between me and the files. This is kind of the way I've been thinking about COHModder. So I've never tried it. May I just say how grateful I am for all that you do, Michiyo? Stepping up like this and writing a new app to take the place of COHModder is yet another example of your generosity and how much you care about COH and its community. I'm glad to be in such good company. I'll try out City Mod Installer this weekend. 🙂
  24. OK! Really liking your ChatRanges popmenu! What I find especially valuable are the ranges you chose for the various levels: whisper, indoor, etc. I know it took a lot of testing to settle on those distances. Great job! And I even like the names you chose for them! I was going to suggest a 10 ft range for talking in a small group or across a table, etc., but in all honesty with all the testing you've done, you've probably already tested that range. And so... to your expertise I defer. 🙂 I do recommend you add the ability to check what chat range you're currently set to though... Divider Option "Check Ranges" "Speak_range$$listen_range" I put it at the bottom so as not to interfere with quick role playing. On my version of your popmenu I added the actual feet after the names just so I would have a better understanding on how far the "sound" is going. In practice, once I get used to it, I can totally see just using the names. Here's an example of what I did: Option "Whisper 3'" "Speak_range 3" Now if I could only find that dice rolling popmenu I ran across once... 🙂
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