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UberGuy

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Everything posted by UberGuy

  1. I don't understand what you mean. Power Categories don't map directly to enemy groups in any consistent / obvious way. I mean, some do, by virtue of obvious names, but not all. The only way to really know is to look at an entity. Edit: but look upthread for a way to get a list of everything.
  2. The set-related nulls you're remembering are effects like LotG and Preventive Medicine. The 6th enhancement actually has no direct effect, so its only effect is a Null. That's because the special effect of slotting those is a set bonus, which is applied by external logic. Which reminds me - that's an expansion of the site I have planned - one that lists the details of boost sets (which is the internal name for enhancements that give bonuses based on how many you have slotted).
  3. Actually, I found a bunch of other powers with this going on, and some are fairly new. This is just the player-specific ones. There are NPC ones as well. Corruptor_Ranged.Dual_Pistols.Bullet_Rain Incarnate.Interface_Silent.Confuse Incarnate.Interface_Silent.Immobilize Mastermind_Summon.Mercenaries.Equip_Mercenary Mastermind_Summon.Mercenaries.Tactical_Upgrade Mastermind_Summon.Ninjas.Kuji_In_Zen Mastermind_Summon.Ninjas.Train_Ninjas Mastermind_Summon.Robotics.Equip_Robot Mastermind_Summon.Robotics.Upgrade_Robot Mastermind_Summon.Thugs.Equip_Thugs Mastermind_Summon.Thugs.Upgrade_Equipment Pool.Utility_Belt.Flying_Kick Pool.Utility_Belt.Poisoned_Dagger Scrapper_Melee.Claws.Swipe Sentinel_Ranged.Dual_Pistols.Bullet_Rain Stalker_Melee.Claws.Eviscerate Stalker_Melee.Claws.Swipe Stalker_Melee.Ninja_Sword.Head_Splitter Temporary_Powers.Temporary_Powers.Opportunity_Lock
  4. Null effects are usually, as you mentioned, for FX purposes (and I try to detect that and display it in CoD v2) or, in some cases, simply to put an icon in your status tray (as in the case of the Scrapper critical hit "inherent"). I've seen some I couldn't figure out, though. But there's no useful equivalent to that, as far as I know, for a fully-fleshed out effect with no chance of actually activating (and no visible means to change that chance). It's a bit like an effect with a condition that says if false
  5. While that's true, that feels like a strange choice. This chance will be evaluated every time the power is used. While not even remotely wasted cycles worth being concerned about, it doesn't feel like something anyone working on the game would do intentionally for the sake of convenience in later adding a new effect in this spot, which would be a trivial bit of editing to do even with the old DEF file format. My guess is that someone did this while testing variations in the power, probably back in the Cryptic Studios days, got in in a satisfactory state, and forgot to clean this up later. It may be worth a pass to see if there are any other effects (in any powers) with a 0% chance but no tag on the effect or its parents.
  6. If you can work with just a list (which you could use to input into the search box or, with a wee bit of figuring out, the address bar), use this. This would be easy to do, but I want to see what the powers that be think of it. That's a bit spoilery, and beyond what old CoD offered. If Leo and crew don't object, I'll make it a thing.
  7. There are 36,000 of them. I don't think you want that... 😲 Edit: That was a pre-coffee answer. That's the number of powers. But still, it's almost 200. Is that really useful? And yes, totally cool to link to it from the wiki!
  8. I'm happy to publicly announce that there is an up-to-date rebirth of the old City of Data site. The site is accessible at https://cod.uberguy.net/ This is meant as a successor to Red Tomax's original City of Data, and borrows heavily from that site's organization and visual display of information. Quite a few things have changed, , though, both in the game and our understanding of its data, so it's not identical to the old site. It shows more information in a lot of cases, and lets you see more "raw" data. This site would not have been possible without the extremely impressive work done by @RubyRedto create the Powers project and the coh.tips site. Ruby's Code Archeology blog post made me realize this project was achievable using Ruby's work as a starting point. I also want to thank @Bopperfor help trying out the early versions of the site, finding bugs and making suggestions. @Captain Powerhouse also gave valuable feedback, and some of his suggestions are still in the pipeline as tweaks and improvements. The site's data is extracted from Homecoming's game files using a modified version of Ruby's tool. This version exposes the raw data in a Python environment, where I perform additional transformations before exporting it as JSON. This version of the data acts as the backing for the website. The site is entirely dynamic on the client side - there is no server-side page rendering. This does mean the site requires Javascript to be enabled and a relatively modern browser. If you've updated your browser in the last couple of years, you should be fine. (If you haven't, I hope you have either an excellent antivirus or exceptional opsec skills.) There are some ways of displaying things the old CoD did which aren't the most practical for this version. They're possible, but more work (or cause more traffic) due to design decisions I made about how the power and other data is structured. Old CoD built display pages on the server, where the new CoD is entirely client-side logic. This means how the site displays things is more tightly coupled with decisions around the structure of the files it pulls in to show you data. For example, every power is sent as a distinct data file, so displaying a whole powerset on one page would currently require pulling down every power in the powerset. Do-able, but not great. (A more compact whole-powerset display is possible, but ideally calls for a better slice-and-dice export of the powerset as one file.) I've made some effort to check that the site works on mobile devices, but it is not really visually optimized for that. I have no way to test the site on Safari or iOS devices. I can test it on browsers that run on Linux, Windows and Android. Most of my testing was done in Chrome and Chromium-based browsers, plus Firefox. Questions and feedback are welcome. Be sure to check out the "Help" pages on the site, which are accessed via the question mark link on the top right of every page.
  9. Using Sysinternals ProcMon: to log what the installer was doing, I logged out and back in. The attached happened after I logged in. "8:47:16.4355314 PM","launcher.exe","22260","SetDispositionInformationFile","D:\City of Heroes Beta\assets\issue24\fonts.pigg","CANNOT DELETE","Delete: True" ... < this continues for every pigg file in the i24 folder. It's failing because I marked it read only > ... "8:47:16.4391322 PM","launcher.exe","22260","SetDispositionInformationFile","D:\City of Heroes Beta\assets\cryptic\bin_minimap.pigg","SUCCESS","Delete: True" ... < this continues for every cryptic file, and at the end the binaries and piggs are all gone > It also rewrites the settings file into a default state, forgetting what I had configured previously in terms of what was hidden and which versions of the game this installer is managing.
  10. D:\City of Heroes Beta They are not in a protected folder. I am a an IT professional with many years of admin experience with Windows. All my games are installed on their own drive, I created and set the recursive ownership of the installation root to full control for my user before running the installer and pointing it at those folders. Moreover, that explanation would make no sense for a previously working installation. If I was trying to use the installer in a protected folder, it would never have worked at all without my running it as an administrator. This happened only when I logged out. The installer partially deleted an existing installation.
  11. Bug(?) Apologies if this has been reported before - there's a lot of chatter in the thread. I occasionally encounter the problem, previously reported, where the launcher thinks I'm patched up but am not. So I log out and back in. However, this resets my settings. Hidden installations of the game are unhidden, and Closed Beta-specific assets/* installations are removed. (This is the bug I'm reporting.) I don't think the installer should forget existing installation information in this way when you log out. In combination with whatever gets the installer out of synch with login, requiring you to log in and out, this behavior is a fairly significant inconvenience. While my base beta installation and data files remained, I had to entirely re-download assets/issue24 and assets/cryptic, which is 4.4GB of data. I am lucky and have GB internet, but lots of folks don't. Notes I have a custom installation directory, in case it matters
  12. During installation file copying, the "Cancel" button on the progress window is unresponsive, and thus does nothing. I realized I'd typo'd the target directory and tried to cancel, but could not.
  13. This name was a perhaps understandable but still pretty ludicrous effort on the part of the Cryptic devs to sell the introduction of diminishing returns to a playerbase the devs knew would react badly to it. The name and the announcement that it came with, sent to players in the I6/CoV Beta, was meant to suggest that this was a good thing for them, as now they could slot less damage and more of other things, thus "diversifying" their enhancement. (Prior to the introduction of ED, it was common to slot 1 accuracy and 5 damage SOs, and some builds just went straight to 6 damage SOs.) While "ED" certainly makes sense for "endurance drain", I've never heard anyone use that acronym for it consistently. The history behind "ED" meaning "enhancement diversification" probably has something to do with that.
  14. Simply put, "Pre-ED" is the raw total of the enhancements you've slotted, before the diminishing returns from ED are applied. While I agree that it's an advanced thing to display, I disagree strongly that its age is a valid reason for removing it. In my view it's much harder to reason about what effect a change in enhancement will have if all you can see is the "post-ED" value. If you know how ED works (for Schedule A, soft decrease in benefit above 70%, harder decrease above 90%, massive decrease above 100%) you can tell quickly what will happen if, say, you've got 105% damage enhancement and remove something that gives 25%. I would not mind the "pre-ED" thing being an option one has to turn on, but I'd not like to see it removed.
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