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srmalloy

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Everything posted by srmalloy

  1. I have Mids installed, but the "Click this DataLink" links fall over and die. When clicking on them, I get the expected "Open mids_build.mxd" prompt with Mids Reborn as the default choice, but when I accept this, I get the error "The feature you are trying to use is on a network resource that is unavailable", with a file browse pointing to the folder where the install file was located. Selecting 'Browse' and picking the install file produces the error "The file xxxxxxx is not a valid installation package for the product MidsReborn" and then goes through three separate window closures to exit the attempt at import. Initially, I thought the problem might be that the installation file was "MRB Setup.msi", while the file dialog was looking for "MRB_setup.msi", but that shouldn't make a difference once the file was selected. Attempting to repair the installation failed; with 'MRB Setup.msi' not producing a UAC prompt requesting permission, and therefore failing for lack of rights. Uninstalling completely worked, then downloading a new copy of the MSI file and installing (default location) worked, and the program will open builds from my hard drive normally, as well as the 'copy and paste this text' block from builds in the forums, but still produced the same failure to recognize the installer as a valid install package when I try to click on the "Click this DataLink" links. Working a hunch, I uninstalled Mids Reborn once more and reinstalled it, selecting "Only for me" instead of 'for everyone" during the installation, and after starting up following installation, I clicked on a "Click on this DataLink" link in the forums, and the build opened correctly in Mids. Somewhere in the install for all users on the computer (not really needed, since I'm the only user), it fails to establish the proper setup to open the forum data links. It looks as if a workaround -- if you have more than one person using the computer with Mids Reborn -- is to make separate individual installs for each user, but I have not verified this.
  2. The patron pools were also designed to be grossly similar to each other within an archetype, the intention being -- since it was originally a one-and-done choice for a character, with no way to change the pool you'd picked -- that the choice would be made for thematic or character-concept reasons, rather than a FotM pick of the 'best' pool.
  3. Well, the brute-force way is to keep the separate thread and 'shard' drops, except make a 'shard' drop award a thread instead, and increase the chance of getting a 'shard' drop by a factor of five to match the relative value. This would mean that it's possible to occasionally get two threads at once as a drop, but it's a smaller code change than any other solution. Whether the devs go for replacing shards across the board -- and the shard-based recipes would still have to remain in the game because there will be people out there with shards in their inventory -- is out of my purview.
  4. I disagree; the white text-input bar against the background of the account and password boxes is almost invisible; changing it to a color that contrasts better so that you can see which box has the focus would be a significant QoL improvement.
  5. It's required for Sky Raiders during Numina; it's a popular location to get the badges for defeating Sky Raider Sky Skiffs and Enginerrs' force field generators for their respective badges, as well as Freakshow tanks and Super Stunners and Lost bosses, simply because the spawns guarantee easier hunting than other zones. I don't see many people there going after the DE emanators there, simply because the DE around the outside of TV in IP spawn in easier-to-deal-with numbers.
  6. Well, yes, but the point was taking a primary powerset with a secondary effect you can tie into the secondary powerset and recoloring it to be visually coordinated, rather than just lamenting the lack of a primary powerset that does exactly what you want it to right out of the box.
  7. That's what I did -- it takes four shards or 20 threads to make a common incarnate component, one Notice of the Well or eight Empyrean merits to make a rare incarnate component, and 30 Empyrean merits or a Favor of the Well to make a Very Rare incarnate component, with a Favor requiring two Notices and 32 shards to create. So a shard is worth five threads, and a Notice is worth eight Empyreans. In my previous post, though, I misremembered the cost of a Favor as 30 shards; the correct number would make the thread-based Favor require two Notices and 160 threads.
  8. I have to admit that having one of the primary debuffs require hocking a lunger at your target is visually disturbing, but I've gone with it.
  9. I made a Dark/Plant Blaster where I recolored all of the Dark Blast powers to green and black, treating the -ToHit effect as toxins in biological attacks messing with the target's coordination in order to get a coherent theme for the character, naming her Toksichniy Podlesok (Токсичный Подлесок, 'Toxic Undergrowth'). Same idea.
  10. It requires eight Empyrean merits to make a Rare incarnate component, so that gives you an equivalent value. It seems to me, though, that a simpler solution would be to eliminate only shards -- bumping the chance of a thread drop by whatever percentage the 1-to-5 conversion rate from shards to threads would indicate is appropriate -- and leave the Notice of the Well awards as they are. Then you add two new conversion formulae to the incarnate window -- a straight-across conversion of a Notice into a Rare incarnate component of the player's choice, and a conversion of two Notices plus 150 threads to make a Very Rare incarnate component of the user's choice. The old shard-based recipes would remain for characters who still have shards. This eliminates having to change the code that awards Notices for TFs; the functionality for the two new conversions is entirely new code, aavoiding having to go into the old code to change things.
  11. I'm pretty sure that the 'hair baked into the hat' design was set before beta to control clipping between the hat and the character's hair, since all the hats seem to be positioned properly for a bald head, whether or not the hat incorporates hair -- there are a lot of hair styles that would either require moving the hat upward or would clip nastily through the hat regardless of its position.
  12. As I understand it, there are two 'diveable' locations -- the Cimerora cave end room with the crossed walkways, as you say, and a pool on the north side of Grandville outside the walls. Neither one provides anything useful you can do with them, but they're there.
  13. Ahh, but then you don't have the flashy but pointless idle animation of flipping the 'chucks around your body that every single martial arts movie where one gets used seems to have to include. And that's ignoring the fact that nunchaku are a crap weapon; if you hit something with a stick, you have the momentum of the stick and your hand and arm behind it. Split it in half with a flexible joint in the middle, and when you hit something with it, the part that hits your target hits with half the impact and bounces away; you can't put your strength behind it the way you can with a single stick. And you have to be careful not to hit yourself as you swing it.
  14. There was a study some years ago - done in jest, but the results are real - of tinfoil hats that showed (for all you conspiracy theorists) that tinfoil hats actually increased signal reception in two bands reserved by the federal government
  15. There are a number of similar buildings across the zones -- Kings Row and Steel Canyon come to mind immediately. The only reason that the one in Peregrine Island is the de facto center for mass ToT activity is that, with a 50 leading each team in the league, anyone can join without having to worry about leveling out of the zone range and having to go elsewhere. It's not special, just enormously more convenient than having to make sure all the league's team leaders are in the zone range and change them when they level out of it -- an artifact of the constraints on level and ToTing by zone.
  16. Much more noticeable... as long as they're spread out; in the kaleidoscope of other effects on a team interspersed with NPC mobs? Not so much. I've got screenshots where you can barely tell the heroes from the NPCs in the glare of all the SFX; adding more visual tinsel to the characters isn't going to make it easier to spot the mezzed ones. The suggestion of making the HP bar in the team window change color is going to be much easier to make out during a fight.
  17. It's not an exception -- they're named differently, which is the determinant. The former is "Luck of the Gambler: Recharge Speed", and the latter is "Huge Recharge Bonus". Another example, from the wiki: Blood Mandate has amongst its set bonuses both a "Small Increased Fire/Cold/AoE Def Bonus" and a "Huge Increased AoE/Fire/Cold Def Bonus". Both of these provide 1.88% to Fire and Cold defense; however, since they have different names, they are separately subject to the Law of Fives, and a character can slot this set up to five times and get both copies of the 1.88% bonus up to five times each (assuming no other sets with the same bonuses).
  18. There was a bug, fixed fairly quickly after the release of the Titan Weapons powerset, where the weapons didn't scale to the character, which fo a time allowed small characters to wield absurdly big weapons.
  19. I've also seen them going for the sewer entrance NE of the hospital in Skyway.
  20. I would think that it could be done by adding "Symbols" as a category to the Back Options group, using the existing attachment point for backpacks and wings, since either of these would interfere with a symbol on the back, and you wouldn't have both. But that's just 'where does it hook to the costume'; there would still need to be the code changes to render them on the back.
  21. And this nudged my memory, turning up an old Phil Foglio cartoon:
  22. As far as I can tell, you can only have one 'event' happening in a zone at a time. I've seen it in Skyway when a team finished the penultimate mission of a Synapse TF, exiting back into the zone to find a zombie invasion, and Babbage never spawned. I don't know if they 'stack up' or not, but I've been ToTing in Kallisti Wharf several times during a banner event and had a zombie invasion pop up within seconds of the banner event ending.
  23. There is a tree growing out of the brickwork wall on the east side of the university complex in Steel Canyon:
  24. With the original (and current) Paladin event, it was fairly common to see three Paladins standing around in the park behind the building that the Shining Stars were held hostage in front of. Eventually the devs put a despawn timer on the Paladins so they would go away if no one defeated them; I remember playing 'tickle the dragon' with my Blasters before that to aggro a Paladin up out of the park and train him north to where the police drones at the road to Galaxy City would frag him.
  25. Tell that to the Longbow Cataphract Essence or Banished Pantheon Ravager Essence standing on the portal. I ran into that situation the other day, and there was physically no way for me to click on the portal because it was inside the lore pet. It took another character zoning in with one of the big lore pets pushing the Cataphract out of the way for me to be able to click on the portal. The change the HC staff made to remove the collision box from the various portals makes a lot of things easier, but it allows a portal to be completely obstructed.
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