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Eva Destruction

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Everything posted by Eva Destruction

  1. Yep, Rebirth Destiny is a heal. If you get the core version, the +HP component counts as healing, even if the target is at full health. Using it on your Lore pets or the NPC allies you get in a lot of newer missions counts. Healing done by pets also counts, so if you get a Lore pet with a heal, it'll help you work on the badge, although I don't remember if pets healing you counts. The pet healing your other Lore pet would count though.
  2. I'm pretty sure you need the mission file, the custom villain group files for your villain group and your boss (assuming your custom boss isn't in your custom villain group), and the custom critter files for the boss and all the critters in your custom group. Your friend will need to have custom mission, custom villain group, and custom critter folders in the COH folder to put your files in, which they will have if they've created a mission with custom critters in it, but otherwise will have to create.
  3. You absolutely could get rid of the spite down-votes if you had to complete an arc before you rated it. The original intent behind letting players rate an arc they hadn't completed was to allow players to downvote unplayable arcs. In practice, this led to everything being stuck in 4-star purgatory because as soon as you got to 5 stars you'd get a bunch of 1-star votes the same day.
  4. I can only assume Clamor and Destruction is borked since it was originally a Task Force and not intended to be done through Ouroboros. The New Recruits might be similarly borked but I'm not curious enough to run it with challenges enabled.
  5. Ah, that is why you go around collecting level 54 comm officers to come play with you. They summon a steady stream of AAO and Soul Drain fodder, which is strong enough to survive a few Soul Drains but not strong enough to kill you. It makes a MASSIVE difference with DM/Shields.
  6. One thing I've noticed is that the badges seem to sort the arcs by their actual level range, not the tier they're sorted into in Ouroboros. For example, the Neutropolis arcs cap out at 20 and are sorted into the 20-24 level range, but don't award the badges for that range. They do award badges for the 15-19 range. Same with Mercedes Sheldon's hero arcs, they're sorted into 25-29 but they cap out at 25 and awarded the badges for the 20-24 range. Arcs that awarded badges for me: All the Faultline, Striga, Croatoa, Mercedes Sheldon's hero arcs (when going by their actual level range), Atlas Park and a few Nova Praetoria arcs, all the issue 6 and 7 CoV arcs I've done. Unfortunately I don't remember which badges I got from which arcs. But a lot of them predate Ouroboros so they should work like they did on live.
  7. The downside is that story creators who don't frequent the forums don't know about it. So any missions they make will be lost among the farms. What we need is an in-game way to filter out the farms. Filtering out "short" and "very short" arcs gets most of them, but it also filters out story-focused single-mission arcs. We need a better in-game search in general, but that's the really big issue.
  8. Dude, there are bugs in AE that have been around almost from the time it was introduced. At some point we all gave up on them ever being fixed and worked around them, until we got sick of it and story writers mostly abandoned AE to the farmers.
  9. Except rescues are considered completed when the mobs guarding the captive are defeated. So an unguarded captive is considered rescued as soon as you enter the mission.
  10. Heh, I used it in my arc description because it's just the same description I used on live. I'd forgotten what it stood for but I did remember all the AE forum people were using it, so I left it in.
  11. When I tested my arc it was only allies and captives and their guards who did it, and they said both their inactive dialogue and their "combat begins" dialogue. The captive that spawned after another objective was complete said his lines immediately upon spawning. My workaround was to remove most of the inactive dialogue and all of the combat begins dialogue. Which is a crappy workaround but it makes more sense than an enemy saying "here comes $name to rescue our captive" from halfway across the map. I left in a line or two of inactive dialogue per mission; maybe the bad guys talk real loud or maybe the map just has really good acoustics or something. Some of the bosses had the opposite problem, and didn't say their inactive dialogue until I was right on top of them instead of saying it when I got near like they should.
  12. Description: A group of would-be heroes find themselves in way over their heads and in desperate need of help, in a tale of shadowy conspiracies, deadly politics, and total pwnage. A Malta arc from a different perspective, and without a single fed-ex. Enemy Groups: Knives of Artemis (on a tiny map), Freakshow, Malta, customized Crey (I added some custom minions so level 45+ players don't get all tanks all the time) --- This is one of my arcs from live, (formerly titled Freaks, Geeks, and Men in Black; thank you Homecoming team for removing that stupid overly restrictive filter) that I managed to scrounge up from the depths of my old old computer. It has been slightly tweaked for Homecoming to account for the bug I know about (the captive dialogue has been mostly removed; my NPCs tend to be very chatty and I didn't want a big text dump when the player enters the mission), and has been tested to make sure everything works, but if anything else seems wonky, please let me know.
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