
Elfis
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Everything posted by Elfis
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Anything you have found useful. I found the floor torch to be the best light in all 3 situations where I tested every item in the lighting category, but different areas light differently. Also, the small shoji wall lamp seems to light walls very well.
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I find shoji wall lamp to be the best non-ugly item for lighting text on walls, and floor torch is the best item I have found for creating light in general. I tried all the items in the lighting section, but is there any I should give another try? Any really good lighting items?
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If I create a 'doorway' to make items more easily placeable in that square, I don't seem to be able to fill the middle section like I can with 'rooms'. Is there a way to have your doorway exist but filled, like you can with rooms?
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Thanks much. I knew some bushes were like that, but that's the definitive list I was looking for. Door of bushes it is!
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For a curtain or door that you can just walk through but not see through. Not too picky about appearance.
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It's a top tier base. Definitely one of my favorites. But you can't care about contests. I've never won a costume contest, but most of my coustumes I wouldn't trade for anyone else's. I wouldn't trade my base for any others. It's to my taste. I just transferred to Excelsior and am only about 25% done with the base and I already wouldn't trade it for any others. I got all the amenities within 20' of the entrance portal and beautiful scenery beyond. 1-34841
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By coincidence, I came to the forum to see if there was a post of a list of entrances to the web in warburg and the search brought up this post. It seems like there are maybe only one or two entrances? It seems very tedious leading scientists out. But to this topic: I just got all the exploration badges with no problems. I think the one you're talking about was maybe on a girder if I remember. But it works. Maybe the wiki's thumbtack is in the wrong spot.
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If you haven't experienced it, then maybe it's only certain zones. Leaving the midnighter club for Croatoa with a vigilante gives you the popup every time, and it's annoying enough that I moved all my characters to night ward for the midnighter dayjob badge instead. It's a totally useless warning dialog, so should probably be removed if any of the coders know offhand how to quickly do it.
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Yes, I know I can change alignment. I bought all my characters the base transporter and moved them to night ward. Yet... the question remains! Unless your answer means you're sure there's no way. You could say that then.
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How can I disable the "The passage in front of you leads to Paragon City..." popup that appears every time I leave the midnighter club in croatoa (and probably elsewhere, but that's where I parked my characters to get the midnighter day job)?
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Was asking why binding the = key to petcomall attack wouldn't work, but found the answer. You actually have to type out 'equals'. /bind equals petcomall attack.
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Lol. Someone moved this to the help and support forum where nobody who might know the answer will ever see it. It's been a few days and I'm still seeing the same thing by the way. Level 1 through 34 all hero missions the mission appears under the compass when entering mission. Now villain side level 34 it almost never does. I have to open the missions tab and click it to make it show up, or do one of the objectives, which also makes it show up. Edit: Now almost done with all hero and villain missions through level 39. Same behavior. Entering a mission makes the mission vanish from the text box under the compass and I have to re-select it.
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I have been playing through every mission from every contact that I can get. Currently level 34. After finishing the hero and vigilante missions, I switched to rogue and villain a couple times to see if there were any villain contacts that rogues didn't get. Up to now, every time I enter a mission, it set that mission to active and puts the objectives up by the compass. But I have done over 10 missions now as rogue and it has no longer been doing that. The text box under the compass is always blank when I enter a mission. Does anyone know why this is?
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The original poster never said he got recharge floored from 1 minion; he said he got end drained in 2 shots from 1 minion, and I definitely remember sappers being able to do that back in the day. I've just been playing the game through again lately, doing every mission from every contact, red and blue side, plain level 25 io's only. Up to level 34 now. I have definitely been recharge floored a few times, and if I weren't in the habit of carrying 4 lucks on me minimum, I'm sure I'd find myself in some hell situations. (For those who haven't seen the main game in years because they spend all their time on max gear characters or in farms, being recharge floored definitely does put all your powers on 20-40 second cooldowns even for basic attacks).
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I don't know exactly what the change means, but I am thankful for the base building help you gave me and hope you are still able to enjoy doing what you are doing!
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Actually, that would account for the additional height difference. If I was messing with things and replaced the horizon water while the grid was 2 or 4 feet, that would create a huge water height difference even replacing it in the same spot. Nevermind. I tested different grid sizes and the water fill always appears at the same height I described, so I don't understand what you are trying to say.
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I just put it on the floor. It goes 1 foot higher automatically. I tried putting it in lots of different places on the bare floor. I don't know what you mean. To clarify, all water objects that I placed were placed on a bare floor at minimum height, and I tried placing them all around in different locations. The horizon fill always placed 1 foot higher than the surface plates. I guess you're saying that if I changed the grid to 2', the horizon water would place 2' higher and the surface plates would still go on the floor.
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To make sure I had not somehow grossly mismanaged the editor and been completely confused about this effect, I did some testing. I started a new base with a level 1 character and laid it out similar to my original base - largest possible base on the smallest plot, mostly low floor, open to the sky. placed Fortunata Fateweavers at different heights. They are 5 feet tall, disappearing under the floor when placed at -5'. Their target box is about 6 feet tall. The smooth and rough water fills both with and without sound produced: - An opaque blue floor 1 foot above the real floor. - A water line 5' above the real floor; 4' above the new floor. - Fateweavers placed from -6' to +1.5' swim. - A 4' tall PC swims with their head about 1 foot under water while in the editor, but swims with head barely out of the water after exiting the editor. - A 6' tall PC swims with head half out of the water while in the editor; with pecs almost out of the water while out of the editor. - (this means PCs swim about 1 1/2' higher while out of the editor than while in it). The smooth and rough water plates produced: - A blue coloring at floor height. - A water line 4' above the floor. - Fateweavers placed from -7' to +0.5' swim. - A 4' PC swims with head half out of the water while in the editor; with head barely out of the water while out of the editor. - A 6' PC swims with head and shoulders above water in the editor; pecs almost out of the water while out of the editor. - (this means PCs swim about 1/2' higher while out of the editor than in). The two types of water were 1 foot of height different in all areas except for swimming height relative to the surface while out of the editor. Inside the editor, PCs swim at the same height in both water types, which puts a short character a foot underwater in the 'fill' type waters. But this doesn't account for everything I observed before. I know I'm not crazy because during the mapserver event, I had players visiting the base during lulls in the action, and I had a couple people comment in surprise that they were swimming underwater. In my tests, this only happened while in the editor, and at this point, I had never used a 'calm' water surface (which players can swim under). Also, my tests only showed a difference in water height of 1'. But I specifically raised NPCs in order to get their heads above water, and later found them not swimming at all. That would require a water height difference of at least 2'. Possible causes of the extra water height change and the swimming underwater out of editor: 1: The Mapserver event and various April Fools weirdness that was going on at the time, and the extra oddities may just be due to that. (One time during the event, I visited the tailor and was trying to figure out why it wanted to charge me money before I even changed anything, and figured out it was due to the costume corruption that the Mapserver bosses inflict you with). 2: I changed my plot size and was experimenting with moving the large island rocks around during this time. I was new to the editor and It could be from some odd manipulation that I don't remember. Unfortunately, I switched to the largest plot size in my test before I started testing the water.
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Thanks a ton Dacy for the tips and tours! I have a couple plans for some nice improvements the next time I have time to get to it! Also, I just remembered that one of the mods I installed makes the targeting boxes and name plates larger and more bold. That's why I could see some of the beacons and such if they weren't buried extra deep.
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Alright Dacy, I'll try to pop on now and then. If you've seen the base, know that it was mostly made possible by your vids. Wavicle, I have almost every Weird Al song memorized. I can sing that entire song (quite well).
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I have been playing Starcraft again instead for the last couple days Dacy. Sorry if you were trying to find me online. And I mostly come to the forum only if I am looking for information not on the wiki. I hadn't intended to delve deeply into the quirks and bugs of the game; I originally was just checking to see if someone knew right offhand what was happening. Perhaps someday, I'll make a new base on a fresh character, put the floor level down to minimum, and try the various water plates along with logging out and checking back later. Maybe find out what the deal is; it doesn't scream out in urgency to me like it seems to do for some people heh. Dacy, if you give me a time, I can make sure to be on and give you base editing if that's what you are looking for. If the base password information is getting hard to find among the jumble, it is 1-14297 on Torch.
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Heh. I just went ahead and put the water plates on the bottom too. My sound fx volume is set to 30% so it's not a problem for me; I just thought it might be bothersome for others who might come into the base.
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Etched, at first I assumed you were a veteran base builder who was just so practiced at the editor that everything had gotten easy for you. Well, I'm sure the veteran builder part is right. I've seen a couple of your posts giving out helpful information while I've been browsing the forum. But you are also a doofus who doesn't understand what other people are writing. Bob says, 'Man, bike racing is hard!' You say, 'No, man. Bike racing is easy! You just have to tip the bike just right to transfer the power with little wobble, and you can go mad fast! I haven't fallen down even once!" Bob is not worried about any of that. Bob is thinking about that big dude in the way so that he can't get into optimal position for the turn. And the little dude cutting everyone off and possibly causing a wreck that he'll have to avoid. And the jump coming up right after the turn that he will need to be perfectly on balance for. Etc. Maybe my analogy can help you stop doing that, but I've never seen a doofus stop being a doofus, so I'm blocking you so your crap doesn't keep wasting my time. Shame, because you do seem to make good informational posts sometimes.
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The item must be precisely placed, and 3 seconds must include time to position yourself so that targeting and such works for the task; that is why it must be multiple things. Of course you can click on an item and then the base and have it appear (usually; not always). But for example when I recently put the wall top trim around my base, I had to place it, move it up, roll it over, and then position it exactly next to its neighbor. I repositioned my character for almost every piece. Now putting in those sections is a useful measure of the time it takes to put in an item. The plan is set, you have your piece ready, because all the sections use the same piece. Each section is next to the last. You claim to be able to do something in 3 seconds, but it sounds like you don't claim to be able to do something useful in 3 seconds. If you post that you can do something in 3 seconds, we assume you are claiming to be able to do something useful in 3 seconds, or else you wouldn't post. If you want to show off how fast you can put up my trim, I'll be happy to watch. We can make a bet for whether you can break 10 seconds per piece if you like. 3 seconds to do something useful is, as people have pointed out to you before, absurd, so I'll settle for 10 seconds per piece. Or you can just give it a try without the bet to show us how fast you are, or you can just let it go. Please don't tell people about how something can be done in 3 seconds if the thing you can do in 3 seconds is a trivial action in a vacuum.
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Ah, just read the end of Dacy's post. I went ahead and put water everywhere I want it. You're welcome to come in any time, and I will give you editing power if you want to tweak it. When I originally laid out the base, I had the horizon water fill in the middle of it. The water level was about where it is now, but I remember my character swam under the surface at the time, and I thought it was just because my character is short. But later when I came back and noticed the water was lower, I also wasn't swimming under the surface anymore. So originally, it was acting very similar to the way it does now that I have 2 water layers, a smooth water plate with the clear ("calm" I think it is) water on top, but I only added the clear layer a day ago in order to get back that feeling of depth. So when I first placed the water, it acted like it had an extra clear layer on top, and then stopped behaving like that later. Or something. These are the things I remember: -I had to raise the service NPCs because they were swimming under the water (like me). -The nurse was completely under water, about a foot farther than she is with my current setup. -later, the water went down and I thought it didn't look as nice. -After switching from horizon fill to the smooth water plate, they were barely swimming. (Also, the color isn't as nice as the horizon plate. Why?) -The next time I entered the base, the service NPCs weren't swimming at all; just hanging in the air, since I had raised them off the floor purposely before. -I added the clear water over the top and the NPCs swim again (the nurse is the only NPC that never changes her animation to swimming while in deep water. I tested almost all the others). It now behaves much like it did originally.