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Jacke

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Everything posted by Jacke

  1. Cool idea, @ineffablebob! I've made my first toons on Homecoming mostly those that I created in the early years on City, where I started in 2005 in Issue 5. Don't know if I'm up to fully run hardcore Issue 0, though. I am testing out self-financed toons to see how hard it is for new players. Not much to do about this. Imagine the original devs actually understood numbers and realised if you could change values to near three times the base values, things usually begin to depart a bit from what was intended. 🙂 There's also the extra unenhanceable buff in Sprint added...well, sometime well after launch. Right out of the box, Sprint will be as if there were 75% enhancement to Run Speed. 🙂
  2. The trick to fixing this is: Move the actual initial starting room to a side location. Set up a teleporter in the starting room to the Aleph Point. Set up a room to take the entrance portal. Put the Aleph Point in the new room. Move the entrance portal to the new room. Wall off the starting room. Exit editbase mode. You'll be in the starting room. Take the teleporter to the Aleph Point to get out. When you want to edit the base, use the slash command "/editbase 1". Edit the base. Jump to 7. Here's my current simple base. I've made several of these for myself and friends. Takes me well under an hour. (Still some details that only make sense under the pre-2012 Base rules.) The true initial starting room is the one lowest in the centre. The room immediately above it contains the entrance portal on the big floor feature lower right. The Aleph Point is in the centre of the lower left square that's hitlighted in blue.
  3. Welcome back, @ashzilla666! I suggest getting involved with a good Supergroup with a good group of people behind them. I got into City in 2005, but more important I joined Repeat Offenders in 2006. That kept me in City until 2012 November and even after City was shutdown, I stayed active with RO. And now that City is back, RO is back in Homecoming! And this is very important. As well, the other source of Inf is from Reward Merits. When you get all the badges in a zone, finish a mission arc, or finish a Task Force, you'll get Reward Merits. There are many ways to use the Reward Merits. However, the best use of Merits is almost always go to a Merit Vendor or Machine and exchange at least some of them for the Special Salvage selling for the best price on the Auction House. The Special Salvage giving you the best return are usually a toss-up between Enhancement Converters, Enhancement Unslotters, and Enhancement Boosters. This can be a bit complex to compare, but if you look at the selling prices for the last five: For Boosters divide by 5 (they cost 5 Merits each). For Unslotters multiply by 2 (they cost 1 Merit for 2). For Converters multiply by 3 (they cost 1 Merit for 3). There's always a lot of demand for Enhancement Converters, so they will always sell.
  4. Two days ago, I upgraded my computer to Windows 10 Home 2004 2020.10, the latest standard Windows release. EDIT: Silly Windows, misidentifying itself in one place. Elsewhere it firmly states it's Window 10 Home 2004. Editted to correct. Afterwards, I tested the HC Launcher, the 64-bit City client, and Mids Reborn. They all appear to be working okay. I've yet to notice any issue with any program, but YMMV.
  5. You can get all the Anniversary Event Badges a toon doesn't have for 100 Reward Merits each every May from Luna in Ouroboros. Interesting idea. Would be very demanding to code to take part of one character and add that to another. And as others said, there are likely other stumbling blocks based upon the database details of characters we just don't know about.
  6. Yeah. The impact of the i27 changes is a lot less that a lot of people make it out to be. They were needed changes (and some not so needed that may still yet change back at least somewhat). Some of the departed players may return. @Excraft, you have (or will) ended up Fearless Leader of some Supergroups due to the "Inactive Leaders Demotion" setting. The existing leadership above you didn't log in and hit that day limit. Then you log in your toon in the Supergroup. And the City server code for Supergroups promotes you to the Big Red Star, which is a feature to prevent Supergroups getting locked up due to the leaders no longer playing the game (as does happen in other MMOs like SWTOR) and thus making all the effort in the Supergroup, especially in its Base, all for naught as no one active can do anything with it. You have had the mantel of Leadership--real Leadership, not some fiddly Power Pool--thrust upon you. A battlefield promotion, as it were, as those above you have fallen. I had this happen to me in a Supergroup I was in on the old Freedom Shard in City pre-2012. Here is my advice to you Secure control ethically. On your game interface, the Chat window has a Super popup. Click that then Click on Settings to adjust Supergroup Settings. On the Supergroup Settings UI that's take over your screen: Turn up "Inactive Leaders Demotion" day count. Keep logging in the Big Red Star Character to keep that Big Red Star. Click on Permissions to get the Permission screen. Under Permissions right-most column for the lowest grade SG rank (default name "Member"), turn all Permissions off except "Use Coalition Chat". Click "Accept". On the main Settings UI, click "Accept" to save those changes. That puts you on the Choose Super Group Colors screen. Click "Cancel" to exit from that, then click "Cancel" to exit from the Settings UI. On the Super popup, you have a listing for the current Supergroup membership. For all members you don't know or are now inactive, click on them, then click on "Demote" until they are the lowest Rank (default name "Member"). There will now be no gold marker to the left of their name. The storage items in the Base for Salvage, Enhancements, and Inspirations, by default, only give access to the top two ranks in the Supergroup. The permissions may have been changed to give access to lower ranks, but checking that is complex. Figure out what you're going to do with the Supergroup. It's a resource that shouldn't be wasted. Some players may come back. They'll PM you in-game or in the forums. Handle that as you think is right. Back in the past, I was the only player to use that Supergroup for years. I eventually turned it into my own SG. I learned to make a practical simple Supergroup Base. When Homecoming came back with more tools, I recreated my own Supergroup and my own SG Base. @Excraft, PM me if you'd like some simple Base upkeep done, like adapting the Base Teleporters to i27p1. I have a simple SG Base and toons on all Homecoming Shards. I can walk you through adding my toon temporarily as an SG member with enough permissions to fix a few things. The simple stuff for Bases isn't that hard. If you have the time and inclination, you can pick it up.
  7. It has nothing to do with i27 changes. Those methods used in Paragon Chat of "restoring saved bases" were "demorecords", which were sort of like filming going through a Base. I think they also recorded more information about the stuff in Bases. Right now, I think there's no way of using that to get what you want. But you should make this request for moving the Bases in the appropriate forum, Help and Support. https://forums.homecomingservers.com/forum/12-help-amp-support/ Do also read this post about how to make a support request to improve your post's impact. Expect the response to be that it can't be done now. I think the nature of Bases as they are stored in the Shards' databases is at this time, they can't be moved between Shards. However, your request will be seen as indicating a desire for a future Quality of Life change to have more options for Bases, including backing up and restoring them to different Shards. The dev staff is small and need to focus their time and skills on what they think needs to be done. That includes QoL changes for the community. New database tools for Bases would be a rather demanding change, especially as it is creating new tools to change a database. This is fraught with peril and needs to be done exactly correctly. Don't expect such a change to happen soon. And such a change will have other factors to consider, as Bases can have storage for Salvage, Enhancements, and Inspirations, so moving them between Shards also involves shifting that en mass between Shards. But do make the request to let them know there's players out there who want this.
  8. Which is the other way. I use Debian apt, which has been bashed out over decades to be the best package manager for an Operating System. @The Philotic Knight has provided a similar tool here for City mods. I don't use Modder at this time as I'm used to doing the mods to City manually, I don't have that many of them, and the ones I have don't change that often. But for Kerbal Space Program and XCOM 2, two programs which are often heavily modded and mods change often, I do use similar tools, CKAN for KSP and the Alternate Mod Launcher for XCOM 2, to do most of the modding heavy lifting while I do minimal manual modding on top of them in a safe manner. However, if you wish to switch to Modder, @The Philotic Knight would have to comment, but one thing you're going to have to do and that's be careful what you do under "<root>\data\" manually. At a minimum, I think you will need to remove the manual install of Vidiot Maps so it doesn't clash with Modder's install of it. To do that, follow Steps 4 and 5 from my post above. And as always, the City client program will only see the changes upon startup. Modder's topic is here, where you can find more about using it as well as the download links.
  9. The default Popmenu Fast Travel (in your Trays' Powers popup under Accolades on the right) has a cascading menu that shows which zones have been unlocked for Long Range Teleport.
  10. That's because as part of Issue 27 Page 1, the map for Siren's Call, which used to have West at the top, was rotated to have North at the top. Even with Vidiot Maps installed, the active widgets on the map are put there by the City client where it thinks they should be. The map rotation that @Juggy did to the Vidiot Map for Siren's Bay turned it to have North at the top to match what the City client has now. It's likely you replaced the correct map, because it got changed, but the file put in place appears to be wrong in its content. Because you're having issues on 2 maps, I'm going to suggest you download again and completely reinstall Vidiot Maps including the Siren's Call replacement map. I assume you're on PC. Follow the link for the installer for the i23 maps, "vm_mappack_i23.exe", from here (link copied from the first post of this topic then followed): https://sourceforge.net/projects/vidiotmaps/files/vm_mappack_i23.exe/download Download the map pack that brings the i23 maps up to i26, "More Maps 4 U", from here (link copied from the first post of this topic): https://www.dropbox.com/s/q56yb1wboqqsowx/moremaps4u.zip?dl=1 Download the archive with the single Siren's Call map for i27, from the post above, linked here: https://forums.homecomingservers.com/topic/3523-vidiotmaps-for-issue-24-and-beyond/page/11/?tab=comments#comment-299828 Find your City install root folder, which I refer to as <root>, using my guide. https://forums.homecomingservers.com/topic/24822-finding-your-city-install-root-on-windows/ Move the folders and files of the existing Vidiot Maps install to remove them. Under <root>, the folder "data" contains all the files that modify the defaults in the City client, including Vidiot maps 3 folders under "<root>\data\texture_library\" contain the maps that make up Vidiot Maps, "MAPS", "P_MAPS", and "V_MAPS". Move these 3 folders to a safe location to save them for now. Run the installer from Step 1 for the i23 maps, "vm_mappack_i23.exe". For "Destination Folder", give it the City Install Root <root> you determined in step 4, and install all maps. Open the zip from Step 2, "moremaps4u.zip". It contains a folder "data". Copy it from the zip to the City Install Root, <root>, to merge it with the existing "data" folder, overwriting all. Open the 7zip from Step 3, "map_V_PvP_03_01.8badge-i27.7z" and go into its only folder "map_V_PvP_03_01.8badge-i27". Take the file "map_V_PvP_03_01.texture" and copy it to this location in your City Install to overwrite the i26 file. "<root>\data\texture_library\V_MAPS\Static\" Start your City launcher and run the City client. It will load the modifications in "<root>\data\". Go to Bloody Bay and Siren's Call to check those maps specifically. Also see how the Vidiot maps are in the other zones too. Report back what happened. If it appears okay, you installed the latest Vidiot Maps okay and you can dispose of the 3 folders you removed in Step 5.
  11. Talking about modding City or the new Homecoming Installer, I keep referring to the City Install Root, often shortened to '<root>'. It's where all the files of your City install are located. For the new HC Installer, it's everything, as all programs, library, settings, etc live in the files under that location. So, how to find it if you can't remember where it is. For the new HC Installer, just click on the gear icon in the upper right of its main window to get its Settings window. Install Location is stated front and centre (here to the default path). Note you can install the HC Launcher many times in different locations, as all are independent and use different links to start their respective Launchers. But only one install is needed to access everything including the Beta Shards and Multiboxing. For the Tequila installer, find the shortcut you use to launch Tequila, right-click on it, and select Properties. The Install Location is the "Start in" folder. If you happened to use Island Rum, it's found via its shortcut, similar to Tequila. In my install, it always had its own folder under the City Install Root. Here <root> is "C:\Prog\PL". I never got Island Rum and Tequila to co-exist, so I had to use a separate install location.
  12. I wonder if the two Family Bosses were fighting each other, both went for the eye poke, and in the aftermath became inseparable. Now if my Scrapper Jacke Bruce was there, he'd say, "That's going to cause a little confusion. Mind if we call you Bruce to keep it clear?"
  13. @Shenanigunner, you can curse the darkness. Or you can find a way to light a candle. I still looked for a solution for you and found out a bit more what is happening. First the solution I found. BUTTON4 "emote flypose1$$autorun 1$$powexectoggleon Fly$$++up" Press and release BUTTON4 the first time to jump up and fly. Press and release BUTTON4 a second time to stop the rise. A third press-and-release starts rising again, a fourth stops rising, etc. More details in the spoiler.
  14. I remember when Ouroboros was introduced and it had a weird glitch. You got the mission from the Pillar of Ice and Flame, but you entered the mission by jumping in the pool. That was so cool, I wish it had be left that way. Indeed, welcome back to your City. 🙂
  15. @Shenanigunner try this. I think it will fix things. BUTTON4 "emote flypose1$$autorun 1$$powexectoggleon Fly$$up 1" You'll need to cancel the "up 1" during flight with another vertical motion. A quick press-and-release of default X ("+down") or SPACE ("+up") works. The short 2 warnings for binds and macros: Only use the prefix "+" on a single power, like in "+down" or "+up", not compounded with "$$" at all. Be careful using the prefix "++" on powers in compound commands put together with "$$" (no spaces either side of "$$" or some commands might be misinterpreted). The long and winding analysis in the spoiler:
  16. Thanks for filling in that information, @GS4-Shield. After reading what I wrote here, you should, to the best of your memory, write up the incident trying to be as clear as possible, with as many details around the incident (rough date and time, Shard (Everlasting), where you had just been, what you were doing, etc.), saying how you saw things as a City player. Then make a new post in the Bug forum to pass that information on to the devs for use in the future to find what was the cause. In a complex system like City of Heroes, many faceted servers and many many client programs over the Internet, especially with long established code, there are sometimes corner cases and race conditions that are rare that affect things when they shouldn't. The best thing to do is to make notes at the time, recording the details, taking screenshots if it would help, then putting in a bug report giving that detail in the Bug Report forum. The accumulation of information about these issues can help the developers take note of things they encounter as well as during the testing of new code and into beta testing. Combined, it will lead to City being better. The red ring indicates a special power called Second Chance. It's used to fairly work around parts of the base City code not communicating. What implements these travel powers can't tell if you just closed the popup window without selecting a destination. So to make that cancel fair, the initial press of the travel power will invoke the special power Second Chance, which puts the cooldown of the travel power on hold and starts a timer. So after closing the window without zoning, you can hit the power again, which will open the window again but not affect Second Chance. Whenever you next zone, whether by using a destination in the travel power or any other way, Second Chance detects that, puts the original power on cooldown less the time already past, then goes away. If the cooldown time of the power passes without you zoning, Second Chance goes away. What may have happened during your session is after the people zoned into Ouroboros (were you one of them?), somehow your toon was in a state that the invocation of Base Transporter didn't produce the popup window nor otherwise enable /ebfp, but it did invoke Second Chance on Base Transporter. Using a second power, LRT, seems to have at least enabled /ebfp. That sort of information, described in your own words, is what the devs are looking for to keep improving City.
  17. GS4-Shield, are you sure the power was called "Base Teleporter"? That was the name of the old Day Job Base teleport command. I believe as part of the Issue 27 Page 1 changes, it should have been replaced with the new command, called "Monitor Duty Teleporter", with charges transferred from one to the other. This may be why you can't recreate the issue. The Prestige Base teleport command is called "Base Transporter". I tested it in Ouroboros and it worked at that time for me. The Day Job Base teleport command is now called "Monitor Duty Teleporter". I tested it in Ouroboros and it worked at that time for me. The only way I can show information on the command "Base Teleporter" is with the command "/linkinfo Base Teleporter". I believe replaced items like "Base Teleporter" are left behind in this manner so that old toons that still have them can be upgraded when they log in.
  18. I noticed the same issue with the Dark Astoria Day Job status in the past day. However, I've also determined that the status is irregular, seeing it come and go. I have 2 toons on Everlasting getting what appears to be normal DA Day Job progress. Apparently DA Day Job Status always appears to be assigned on login, so Day Job Badge progress doesn't appear to be affected. @GS4-Shield, you should park your toons wanting "Cold Hand of Death" in Dark Astoria. I've reported this bug here.
  19. I noticed in the last day that the Dark Astoria Day Job "Cold Hand of Death" status isn't being granted upon zoning into Dark Astoria (first screenshot). I've seen this on Everlasting Shard. Moving around the area near the DA west gate, well away from the Base Portal and its Day Job zone, I saw the DA status sometimes come and go. When leaving the Base Portal area, DA Day Job status was never assigned after Monitor Duty status dropped. 2 toons on Everlasting are getting what appears to be normal DA Day Job progress. Apparently DA Day Job Status always appears to be assigned on login (second screenshot), so Day Job Badge progress doesn't appear to be affected. Forum user @GS4-Shield has also reported the status not appearing in this post. https://forums.homecomingservers.com/topic/24686-patch-notes-for-december-1st-2020-winter-event/page/4/?tab=comments#comment-301485
  20. Ever since the Jump Pack came out, I've never had a problem getting "Top Dog" with it. Just hold down jump (default SPACE) and push forward until you're touching the globe then halfway up push forward to assist until at the top and the Badge is granted. Don't wait but jump down going north to land on the City Hall dome to get the "Freedom" Badge, then jump off to the northwest to the east side of the platform with the Base Portal to get the "Hero Corps Insider" Badge, then continue on the ground to the northwest down the stairs to read the Plaque commemorating Atllas being granted the Keys to Paragon City (part of the "Pupil" History Badge needed for the Atlas Accolade +5% Endurance). The "Silent Sentinel" Badge in the northeast of Atlas is even easier.
  21. The trick to best using cascading Popmenu entries is to invoke the Popmenu by keypress while hovering the mouse pointer to the upper left of your screen. That way there's plenty of screen space to see all the menus. Default keybinds ALT+1 to ALT+0 invoke the powers/macros in Tray 2, while CTRL+1 to CTRL+0 invoke those in Tray 3. Here I put the stock Fast Travel in Tray 3 Slot 5. So while the mouse was just about where the upper-left corner of the Fast Travel Menu is, I pressed CTRL+5. I normally use my stock Powers Popmenu, which in my standard keybinds I invoke with P:
  22. I think the best way to check your Souvenirs is to go to a Pillar of Ice and Flame and access your missions list. Al the missions marked in Gold you have the Badge and/or Souvenir for it. To be thorough, you'd have to go to Null the Gull to change from Hero/Vigilante to Villain/Rogue (or vice versa) to check the other side if you've played both. Unfortunately, I don't know if there's any better way of checking them. Further infomation on the Homecoming Wiki, but that may not be up to date yet. https://hcwiki.cityofheroes.dev/wiki/Souvenirs https://hcwiki.cityofheroes.dev/wiki/Souvenirs_(City_of_Heroes) https://hcwiki.cityofheroes.dev/wiki/Souvenirs_(Task_Forces) https://hcwiki.cityofheroes.dev/wiki/Souvenirs_(City_of_Villains)
  23. I agree that Tough should have a shorter activation time. Combat rezs with mezs, knockbacks, and other protections can work even when stuck in a group of mobs. Prestige Renewal of Light has damage, knockback, stun, and leaves the toon untouchable for 15s. Return to Battle gives the effect of all standard large Inspirations as well as untouchable for 15s. Also having more Def, Res, and End Inspirations ready to gobble helps too. To get a whole pile of power toggles back on in the current game, I use toggle turn-on macros. This is the way. On all toons, I use a stock set of binds to overwrite the standard ones. These have WERD as the movement keys, to put more keys around them to use. S and F get special purposed for toggle turn-on macros for Stealth cloaks and Fight shields, similar to these binds. /bind S "powexectray 9 3" /bind F "powexectray 10 3" For each toon, I put customized toggle turn-on macros in Tray 3 Slots 9 and 10 for that toon. Example, for toons without a primary or secondary stealth power, I use Concealment's Stealth with Celerity Stealth IO in Prestige Power Surge. Note: /macroslot puts the macro in the destination slot, here /macroslot 28 for Tray 3 ( (# div 10) + 1) Slot 9 ( (# mod 10) + 1). /macroslot 28 +S "powexectoggleon Stealth$$powexectoggleon Prestige Power Surge" The important things about the macros is that on each press the powers are executed from right to left. So the first press turns on the Prestige Sprint, then the second tuns on Stealth. Further presses do nothing (the feature of using powexectoggleon). Now the tricky one, the +F macro to turn on all Fighting shields, powers that you want up, in the order right to left. Here for an Invincibility toon. Note: /macroslot 29 for Tray 3 ( (# div 10) + 1) Slot 10 ( (# mod 10) + 1). /macroslot 29 +F "powexectoggleon Assault$$powexectoggleon Tactics$$powexectoggleon Stealth$$powexectoggleon Maneuvers$$powexectoggleon Weave$$powexectoggleon Tough$$powexectoggleon Temp Invulnerability$$powexectoggleon Unyielding" Powers the toon doesn't have yet or in the current build are ignored. Turned on from right to left. Want the Mez Protection shield up first, then the strongest ones right to left. I have a text file containing settings for new toons that has these /macroslot commands for each type of Powerset that provided protection, etc. Note that due to activation times, some weird glitch, etc., a power may be skipped. Keep pressing F until they're all running. And the last feature is the trays in my UI, in the lower right, where I put the shield toggles visibly in Trays 4, 6, and 8 so I can see them. Here on my Dark Miasma/Radiation Blast/Dark Mastery Defender. Lots of other UI customizations there as well. For example, in my standard keybinds I have H, J, and K bound to the power/macro in Tray 6 Slots 8, 9, 10. /bind H "powexectray 8 6" /bind J "powexectray 9 6" /bind K "powexectray 10 6"
  24. Which is why I get 55+ft of PvE stealth on all my toons, as I posted 4 before yours. I stockpile Celerity: Stealth procs with either a primary/secondary stealth power or Concealment's Stealth. I'm very good at "How Not To Be Seen" 🙂
  25. The Wentworth's teleporter powers. The purchasable single use powers (4 versions blueside, redside, and Praetorian Loyal and Resistance) were apparently really buggy. Don't know if the bugginess applies to the Day Job versions too (but it might if it's all the same plumbing behind the scenes), but @macskull says they're going too.
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