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Everything posted by stealthnight
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I have to be the first to admit I didn't know what the SF leader meant when he yelled 'run from yellow beam', but after that death. I never died again. Some things are hard to explain and easier to experience. Since dying doesn't ruining getting the MoASF badge, I am perfectly fine with the way it is.
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@Cobalt Arachne I know the joy of seeing your work in game, I too created and imported models into Unreal Tournament, and edited mods from Skyrim. Nothing fancy just personal hobbies. But finding someone who has the knack of storytelling and willing you learn the programming/technical side to implement it in-game is rare. I've been through the strike force many times and enjoy it, feels like original developer work. Kudos to you; know all the hard work and long hours are really appreciated by the Homecoming community.
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Since prestige isn't a thing anymore. Everyone uses personal SG bases for storage and other things. Is there a way to create a random base generator, maybe a few presets that a newly created SG can choose from so they aren't building from scratch every time? Just a thought.
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Since I thought it was fitting I made a toon named Copium on Excelsior last week.
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incarnate abilities not showing up in status window
stealthnight replied to alphamax's topic in General Discussion
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incarnate abilities not showing up in status window
stealthnight replied to alphamax's topic in General Discussion
There is an option to display permanent buffs somewhere. try right clicking on your buff bar. -
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I didn't like changing back and forth so I stuck with human form. I know I'm gimping myself but I have no issues when doing end game content. Plus in a sea of squid and lobsters I feel unique. Star Haven - Peacebringer (Luminous Blast).mxd
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Deleting Vanguard Portal leaves graphics artifact in base
stealthnight replied to dekova's topic in Base Construction
Many things do that, if you zone out and back in, the SFX go away. Its just a side effect. -
Sir you cannot be The Biggus Dickus, it is clear to everyone that... I am the Biggus Dickus.
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"A blaster by any other name would still kill as many VEATs." – William Shakespeare
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Current project. Paragon's Hope on Excelsior. Base Code: HOPE-18177 *UPDATED* Tram Station with portals. Power Generator Room [Floor 1, Left Wing] ICON Room [Floor 2, Left Wing] Walkway [Floor 2, Center] Otiose Lounge [Floor 2, Right Wing]
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Independence Port Foghorn ambient sound
stealthnight replied to ssutcliffe's topic in Base Construction
/sgmusic Boat1_loop you can replace "Boat1" with Boat2-Boat4 for different sounds. -
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Need feedback on Fire/FF/Mace corruptor build.
stealthnight replied to Kunou126's topic in Corruptor
You have 6 x LoTG+7.5 slotted, not good (Only 5 will work). I'd drop hover and take Hasten, one slot it with level 50 IO for perma-hasten and put the 2 extra slots into something else. Just my recommendation. -
If you want perma-hasten you can drop [Soul Storm] and pick up either [Hover] (for the extra defense) now that you can have both travel powers on at the same time, [Shadow Meld] (for an O'sh!t button), or [Vengeance] (for the damage boost) and slot it with the LoTG +7.5 Recharge you are missing.
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New SG Base I built last week. H.E.A.V.E.N.'s - Exodus, the largest all Kheldian Super Group on Excelsior. Base Code: EXODUS-12201 Map: Craft Center: Portal Room: Bank Vault: Club 602: Icon Uniform: Hospital: Main Hall: Fountain:
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You try [Power Substation Foundation 3] and [ Power Substation Foundation 4] they work fine for cement walls, for smaller detail I use [Square Altar].
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The MacGyver Manual, or "You used X to make Y?!?"
stealthnight replied to Raevyn_Darke's topic in Base Construction
Pretty convincing train track layout. Track: Arachnos Beam- thin edge up Ties: Cave Support Beam 6- 2/3 sunken Bed: Gravemound 1 Ground: Oracle (Inactive) upsidedown- sunken flush. (hides the gravemound's flickering edges) -
Is there a beginner's guide to roleplaying?
stealthnight replied to CommanderKane's topic in Roleplaying
Learning to be a master role-player is easy. Be your character and if all else fails say "I put on my robe and wizard hat." ...and wait for the magic to start. -
Current work in progress within Murder City Brawler's base. Victorian era manor situated on a12x12 plot overlooking the town. Day 1: Basic layout and exterior walls for the first floor. Day2: Working on main staircase in foyer, meeting chamber and conservatory. Day 4: Carpet in main hallways, exterior walls with windows and second story exterior walls. Completed staircase in foyer. Day 6: Completed meeting chamber. Working on Conservatory, library, and study room. Day 8: Finished Living Room and Dining Hall. Foundation for second floor installed. Day 12: Completed second floor and conservatory. Day 14: Installed swimming pool on second floor back balcony and skylight above foyer. Day 20: Victorian style garden adjacent to the Manor house.
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