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cranebump

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Everything posted by cranebump

  1. I don't find it particularly offensive. But I don't find it particularly funny, either. It'd be like seeing a character named Phart Nokker. No wait...I'd probably laugh at that one.:-)
  2. During a Slag Golem hunt mish for Cap Petrovich, I'm wandering around the shoreline in Shark and find this: Well...alrighty then... (This IS the Rogue Isles, but really -- SOMEONE'S being a bit Dexter-like here).
  3. OK, so GM reply to my trouble ticket: they do not know why it could be happening, either. Could have something to do with outdated enemies, maps or some such. I will probably try to revisit it again, just to see if this is a one off type of thing. Otherwise it is what it is. I did eliminate the extra mission though, so at least that’s fixed
  4. Test run indicates the "fix" file is very much the same as the published one. To include kicking me out of the arc when I edit it. Probably going to have to trouble ticket the thing. The narrative is all good, from what I can tell (I think I got the 2 typos, but I do not know for sure without running the pub version again). I'd like to fix some small isues (glowie with no search text; stray patrol that should not pop up before a glowie; fewer objectives on the last mish). No luck though. I sent in a trouble ticket. I don't think it's my system, since I can play normal content. Oh, well...c'est la vie.
  5. This one appears to be the correct one. That said, the other one might have been an update with minor changes to the last two mishes (in particular, the finale). I found a couple of typos in the published one (fixed), and need to revisit some minor issues. I'll have it all ironed out by the time my turn rolls back around. After looking into the 2 files, I'm pretty sure the second file - the one I unpublished - probably has the fixes done already (esp. since the file is named "fix"). Unfortunately, I cannot get into it. I keep get booting from the server. Might be a local issue. Not sure yet. In any case, the current, published arc does run sufficiently. But the finale has objective overload, and needs to be culled (imho). UPDATE: Every time I load the alternate "fix" file, it takes a VERY long time to load up, then it kicks me out after less than 90 seconds. No idea what's going on with it. I'm thinking best bet is to do a test run on it and see if it's the right one. I did manage to fix the 2 typos I saw on the published arc.
  6. It was 3. But I was ashamed, so I cut the total in half.:-)
  7. Okay it's got to be the one with 4 plays. I'll delete the other (and pray I'm right). I'll playtest it to make sure, since there's a break between. Sorry about that.
  8. Oh no...I'll have to look. That's an Oops and a half.
  9. Battalion invaded. We were going to lose. We “snipped out” the strip of time where we lost and placed it in its own universe, where the cycle repeats itself, and the (now trapped) entity that actually sent Battalion our way isn’t aware they can never win. This strip of time is the “missing” 7-year time gap. (which is the basis of my Ordinary People-Leviathan-Mobius megastory, below).
  10. Warren Zevon. Right on.
  11. True. Can't figure out why it would test properly then not execute after publish.
  12. Ohhhh...I getcha now. Heh...okay...And I don't know whether I'm jesting or not, either.:-)
  13. Well, I wasn't trying to cut anybody. I was just thinking about where, after extoling the past, Joel says, The good ol' days weren't always good and tomorrow ain't as bad as it seems. Then he goes out in the yard for a beer and to listen to his '45s.:-) Joel is one of my favorite songwriters. But he ain't written a thing (with lyrics) since the 90s. He said, I figured I had my say. 🙂
  14. I don't think sharing a few memories=glorification of every aspect of the way things used to be. Sometimes, it's just this:
  15. So, both Citadel and all the other allies are set to "Enemy: Empty?"
  16. I assume Citadel is an ally with no enemies around him? If so, the objective is autocompleting when you enter mish, since there’s no need to rescue him from anyone (it considers the enemies “defeated). Once he’s “rescued,” attached objective enemies spawn automatically, preceding the use of bait in your chain. They end up on the map immediately. Assuming I have this right, I’d suggest keying the enemy patrols and boss spawns to the bait. Since they aren’t ambushes, they should all be attachable to the bait.Attach nothing to Citadel.
  17. What is the first objective?
  18. Heh...review of mission White, especially funny, @TerroirNoir Engin-eeee and Iiiii-vor-ee, Fight together in perfect har-mon-y, What the future may hold, though, don't know, could go "ow-ow-eeeeee."
  19. Are any of the in-game signature characters /SR tanks? (Curious) Only SR tank I ever ran much of was from the slot machine random powerset challenge. Katana/SR. It was fun but…weird…
  20. You're insane. NO ONE is banana. No one...:-)
  21. In lieu of huge mobs, you can achieve a similar effect by choosing maps that dump objectives on top of or near each other, so that player might have overlapping mobs, or patrols flowing through mobs. There's a couple of warehouse maps that lack the really big chambers that are like this. They can get cramped and deadly REALLY quick, esp if ambushes drop in. The entire area can be full of them.
  22. I designed 1 mish with an NPC who spawned on floor 2 of an office building. Player meets with them, NPC announces a raid by the bad guys, which occurs on floor #1. NPC runs off (to nearest door), ostensibly to get away. Players take on raid bosses on floor #1, then find the same NPC captured on said floor. Worked fine, in that instance. So, for this to work, you'd have to run into all the heroes on one floor, then have the rescues occur somewhere else. Somewhere COMPLETELY else, if you don't want the duplicates to meet up. The easiest thing to do, honestly, is just have the meeting with Cit occur up front, then head to back to rescue the heroes. You eschew the seeing them earlier, but fighting against the AE engine just makes things more difficult, imho. Path of water, as always.
  23. Based on what I keep coming back to, it's the KR Devil. AR/Tac Arrow. I'm a fan of The Row (I set a lot of my AE stories there), so there's that. Outside that, he's a plain-garbed, fairly quick ground-bound vigilante who's simple to run and can provide a lot of options via the Arrow set. Mirrors the type of comics supers I like -- "low-powered" folks who tend toward the grim and gritty, but will ultimately do the "right thing" (as I imagine him).
  24. Hmmmm…well… Movement: pretty good with “ground bound” toons, if being able to time rooftop leaps is any indication. I’m still not 100% at lining of Sands of Mu (still!). 3.6? Tfs and such: 0. I don’t form anything these days. Builds: when I do actually concentrate on it, I produce decent enough characters. But…probably a 2. badges: never focused on these before, and only focus on enough explore to make my zone TP power get me to the main places I go. I’ve memorized all AP and Galaxy: Echo spots, since this is my usual early game trek. But I think most people have done that. A 1? key binds: used them in the past. Not at all now. 0 lore: since I study lore to an extent when crafting SFMAs I’d say better than average. 3.5 I suppose. Or maybe a 3. The only thing I’d rate myself a 4 on is AE SFMA. I’ve spent so much time there I know a lot about it (mainly from doing so many things wrong early on).:-) can’t say I’m a 5 since I don’t do anything super fancy. Can say I script pretty quickly, though, for what that’s worth.
  25. Good advice. There are a great many clear mishes when you solo story content. I’m thinking of the Striga content I did a couple weeks ago, and it seemed that Stephanie Peebles had my Sentinel doing defeat alls nearly every mission. All for her silly little, Uber powerful, temp ring (that I really, really wanted so I could easily kick the shit out of Calvin Scott* later on [god, how I hate him]). *mission accomplished:-)
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