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Posts posted by AboveTheChemist
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6 hours ago, BlackSpectre said:
There's no mention of the conning system (difference in level between you and your target) )increasing or decreasing XP gain, but it makes sense. More danger, more difficulty = higher XP gain. Less difficulty means less XP. This is also not mentioned anywhere on the wiki. I wonder if the conning scale is consistent across all mobs and levels?
I would assume it is consistent but I only collected a couple of data points for level-different kills so I couldn't say for sure without looking into it further. I thought about trying to back-calculate what the modifier might be, but it was 1 AM and the need for sleep took priority over the need to go down another rabbit hole!
What I am considering doing, if someone was thinking about more thorough checking of the critter XP table outside of the level 25 ballpark where I looked, is parsing the entity data from City of Data to try and find other mob groups (like the Fir Bolg) that have a reward scale of 1. Knowing those groups would allow a tester to effectively remove the reward scale variable from the calculation, and it would make testing a little easier. I already have some scripts to parse the entity data for vidiotmaps purposes, so it wouldn't be too much work to adjust them to get the reward scale info. And if I got the reward scale info for all the mob groups, I could turn it into a nice reward scale reference table for the wiki.
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Just to follow up, especially after having caught up on the conversation that took place on the wiki discord, but it looks like everything is updated. I checked out a couple of the new tables and I think they look great. Granted, I might not have as keen an eye for what might need work as someone who regularly uses the base code lists, but what I saw seemed to work well.
If you still need my help with any aspect of this work, please let me know as I am still happy to assist. I feel a bit like I let you down, what with my mod stuff taking longer than I planned, but my offer to help remains open!
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Just some general thoughts, but a good starting point might be just to do everything in one table and see how it looks and how it sorts. If it looks like too much info, or if the sorting doesn't look right, then count up the number of base categories to see how many potential separate tables there might be. Assuming you decide to separate them, maybe 4 or 5 separate tables would seem to make sense, if you could consolidate your categories to match that number. That's just ballpark, of course.
I mentioned in the other thread but I've completed my mod updates and have some time to devote to this project now, finally!
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Ok, I am finally done with my last mod. Twenty maps at about 1 hour per map turned out to be a bigger chore than I initially envisioned. I'll have time to devote to the wiki base project now, and ideally can knock out a good chunk of it this weekend.
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I've updated both the CoH modder installation and the manual installation files in the top post to include updates to 20 total maps (plus the Atlas Park seasonal variants). Many of the maps were updated to account for the addition of the Bicentennial plaques, but there were some other minor badge changes that required updates. There were other maps for which I had overhauled the underlying vidiotmaps and I've updated those optimal path maps as well.
If anyone notices any issues, please let me know!
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2 hours ago, Lockely said:
did a test earlier in another topic and found the minions and lieuts granting higher XP than normal.
After some testing myself, I don't believe this is true.
I wasn't aware of this before, but each entity apparently has a 'Reward Scale' (RS) value that adjusts the amount of xp/inf they grant, presumably based on critter difficulty. This data is available on the individual entity pages on City of Data.
Starting with a fresh (no patrol xp) level 25 on Brainstorm, I defeated some level 25 lieutenants and minons in Croatoa, specifically Fir Bolg Soldiers and Guardians, each of which has a RS value of 1. They awarded 96xp/67inf and 320xp/384inf, respectively, which matches baseline values for level 25 critters of those ranks taken from the HC wiki page for Experience.
I then defeated a level 25 Tsoo Ancestor Spirit (LT rank) in Talos, whose RS value is 1.2. It awarded 384xp/461inf, which is indeed 1.2 times higher than the baseline of 320xp/384inf.
Next was a level 25 Tsoo Sorcerer (LT), RS value of 1.4. Awards were 448xp/538inf, which is baseline x 1.4.
Next was a level 25 Freakshow Stunner Chief (LT), RS value of 0.95. Awards were 304xp/365inf, which is baseline x 0.95.
Next were a pair of Freakshow minions (Freak Slammer and Enforcer Smasher), RS values of 0.95. Awards were 92xp/64inf, which is baseline x0.95 rounded up.
Then several level 25 Tsoo Green Ink Men (minions), RS value of 1.2. Awards were 116xp/81inf, which is baseline x 1.2 rounded up.
Still at level 25, I defeated some level 26 and 27 Freakshow minions and received slightly more XP than I expected. I then leveled up to 27 and defeated some level 27 Freakshow minions and received exactly the amount of XP I would expect at that level, given an RS value of 0.95 for those particular Freakshow critters. That leads me to believe that there is an additional modifier for defeating critters above ones level, but I couldn't find info on same with a cursory search.
I have no idea if the Reward Scale values were used on Live or not, but if so I don't see anything in the (admittedly small) dataset I gathered that leads me to think that XP awards are different on HC compared to Live.
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2 hours ago, BlakeTheDrake said:
It's clearly outdated - both assumes that your game is installed in the directory 'CoH' rather than 'Homecoming', and that the logs are found in '<CoHDirectory>/<username>/logs' rather than Homecoming/accounts/<username>/logs as is the case today.
It says in the help file that:
QuoteThis assumes your City of Heroes directory is c:\CoH. Change it to match the directory you have installed City of Heroes to
This simply means that it is using the 'CoH' name for the CoH install root as an example. Folks name their CoH install root as lots of stuff other than 'Homecoming' so I don't really see the issue here. It's not clearly outdated. Your point about the log files is valid, as the logs are in different spots depending on the launcher used, so I'll see if I can find the right file to update that bit.
2 hours ago, BlakeTheDrake said:Thing is, there's NOTHING in said help-file that suggests that you need the 'login' message in the log for it to work.
It states quite clearly in the help file to:
QuoteMake sure that you log into your character after enabling chat logging so the logs contain a record of which character to associate the badge with. Simply log out and then back in after enabling log parsing to ensure the log contains your character name.
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13 minutes ago, Sszl said:
Any insights anyone can share?
It is one of the two observed variants of the display bug. Yomo explained it on the previous page thusly:
On 3/3/2024 at 11:50 AM, Yomo Kimyata said:Type 1: The item alternates between two different price histories, only one of which is accurate for that item.
I also explained it in the older thread that I linked earlier, under the name of 'dual price list' bug.
18 minutes ago, Sszl said:I screenshotted 12 examples of sell orders today on Torchbearer where there were commonly sales completed higher than my sales prices.
The AH matches the highest buy price with the lowest sale price to complete a sale, so this could simply be the result of folks offering the same items for sale at a lower price than yours. Until all those lower priced items are purchased, yours won't be matched for sale.
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1 hour ago, BlakeTheDrake said:
I...adjusted for the different file-structure of Homecoming versus original CoH
I am not sure what you mean by this statement. This badge tracking site has only been available for Homecoming, so there shouldn't be a need to account for any differences from the original CoH.
1 hour ago, BlakeTheDrake said:But when I hand it over to the Log Parser, it just goes "Beep boop no new badges detected." There are no options, no toggles, no switches, nothing I CAN do differently, from what I can see... so, I really don't know why it seems to work for everybody else?
I'll quote from my previous post a few posts up:
On 2/24/2024 at 7:02 AM, AboveTheChemist said:Be forewarned that the Badger log parser can be a bit ornery, and I made a post at this link that has some troubleshooting ideas if the log parser doesn't quite work the first time around. Otherwise, just ask questions here and hopefully someone can answer it.
If you have not already done so, I recommend visiting that link and trying the suggestions therein, including reading over the last 6 pages or so of this thread in case I missed any suggestions. Different tips have worked for different folks and perhaps one of these will work for you.
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Sszl posted while I was typing this up, but from from today's patch notes:
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Fix consignment house UI to not show "No History" if the server sends an empty history response after it has already sent the item history. Make it a bit more aggressive about requesting updates.
- This does not (yet) solve the issue with wrong history sometimes being displayed but gave us insight into a larger scope of work that needs to be done on the backend.
The second (indented) bullet is the interesting bit, but I included the entire section for context. This is perhaps the glimmer of hope needed that a fix for the display bug(s) may be somewhere out there on the horizon.
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Fix consignment house UI to not show "No History" if the server sends an empty history response after it has already sent the item history. Make it a bit more aggressive about requesting updates.
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9 hours ago, Reiknar said:
I never did find a folder with V_Maps to remove, delete, etc. So perhaps that's in there somewhere and the installer was just building on it with each attempt, and so the last attempt just had to "finish up" right quick?
The V_Maps and similar folders (the ones I cover in the deleting old installations section) are related to the old way that vidiotmaps was installed via the data folder. The new install process, which has been in place for about a year and a half now, utilizes a single pigg file installed into the assets/mods folder, and doesn't use the data folder at all. You may find the occasional mod that still uses the data folder for one reason or another (one of mine does), but anything installed with City Mod Installer goes into the assets/mods folder. It is critically important to check for those old installs, though, and to remove them if you find them, so it's good that you looked for those folders.
9 hours ago, Reiknar said:I would like to know if it was recurring problems with the download/install, or if it was just a matter of time accumulated across the attempts that caused it to finally finish as it were. That portion of the issue, might best be addressed in the City Mod Installer thread, I'm unsure, and saw nothing about this over there (there very well could be and I just missed it).
I found at least two instances where the exact issue you saw was addressed in the City Mod Installer thread:
I feel certain it appears in prior pages of that thread as well, but I got tired of looking. It's an issue that has come up often, and is typically related to something interfering with the download process.
At any rate, I'm glad the download eventually worked and that the mod seems to be functioning, and thanks for the kind words!
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I almost exclusively solo, at 0 or +1/x2. That seems to result in a difficulty level that occasionally brings me to the brink of death, and where I have to use inspirations periodically. This is on a character that is sticking to generic IOs for now, and is turning off XP most of the time in order to complete as much content as possible. For my less-restricted characters, I may bump the settings up a little depending on the character and content, but I tend to stick in that same ballpark.
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6 hours ago, Yomo Kimyata said:
I'm not sure if anyone has every complied a comprehensive list.
I wouldn't dare call it comprehensive, but once upon a time a few others and I did try to compile all the market bug examples we saw into one thread:
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I do like the descriptions under the windows tab, as I think they are helpful. Overall I think it looks great. One small suggestion would be for options that don't have a slash command to put an 'N/A' or 'None' or something, just to clear up any ambiguity. I can see someone potentially wondering if the blank by the slash command means there is no slash command, or if it means that it just hasn't been added to the wiki page. It's not a big deal either way though.
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I belong to four CoH related Discord servers:
OuroDev
Main Homecoming - use it mostly to see if there are questions I can answer
Closed Beta - use it mostly to keep up with upcoming changes and to see if there is testing I can assist with
HC Wiki - use it to keep abreast of what is going on with the Wiki
I have OuroDev muted and only check it a few times a year, the rest I check a few times a day depending on what I am doing. I used to belong to a couple of SG-related discord channels, but these were small SGs to begin with and the discords weren't active so I left those servers a while ago once the SGs seemed to fizzle out.
I have a strong dislike for Discord, in general. It varies by individual channel, but I find that it requires wading through too many inane comments and unfunny memes to find the odd substantive comment/question. The main HC discord is by far the worst for this, and if it went away tomorrow I would not be bothered at all. The Closed Beta discord isn't nearly as bad, but sometimes the discussions go off the rails. The HC wiki discord doesn't have this problem, but the user base is much smaller.
I have used voice chat on Discord, mostly on the Closed Beta discord as part of testing teams. I am not a chatty person, especially when there are more than 2-3 people involved, so I tend to just listen for instructions/info and the like. It's fine if the conversation stays generally focused on the task at hand, but sometimes the really chatty folks will take the conversation in uninteresting directions, which makes listening in more of a chore. Otherwise, I avoid voice chat if at all possible unless it is someone I know or if the person wants to converse with me specifically.
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23 minutes ago, Marshal_General said:
This wasn't fog of war.
In your previous post, you stated:
2 hours ago, Marshal_General said:I created a character and the map for Atlas was black. Even the text outside of the map. As I moved, it cleared up.
If it cleared as you moved around the map, it's 'fog of war'. It's not normal 'fog of war', which is translucent, but it's 'fog of war' nonetheless. I recommend you post to one or both of the two bug threads I linked, as your problem matches the bug described therein exactly. Again, your issue isn't related to vidiotmaps.
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24 minutes ago, Marshal_General said:
I had a weird bug.
Vidiotmaps and the 'fog of war' have nothing to do with one another. There have been at least two prior bug reports about this issue in the Bug Reports forum, based on a cursory search. I'd recommend posting your observations in one or both of those:
https://forums.homecomingservers.com/topic/41581-atlas-zone-map-not-showing-up/
https://forums.homecomingservers.com/topic/30543-map-has-black-fog-of-war/
Also, as far as I know the 'fog of war' files are stored by character. So, if you log a character on, uncover some fog, and then log off, look in the folder with the 'fog of war' files and the most recently modified file will be the one that belongs to the character that was just played.
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13 hours ago, temnix said:
the distances to map markers in yards and feet are way off. 10 feet is not 18 feet. They still decrease and increase in the right degree to give the correct measure of approach, but it's skewed.
Do you have some evidence you can provide of this happening? I've worked with the in-game mapping system extensively over the past several years and I've never seen anything that leads me to believe that the reported distances are in error.
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4 minutes ago, Lockely said:
is that doable with something like how we can track badge locations on VidiotMaps?
If I understand what you are saying, no it is not practical. Indoor maps like caves and offices are generated by piecing together smaller maps, and there isn't any way to know reliably which smaller map contains the entrance. So even if it wasn't a monumental effort to try to put red dots on all those smaller maps, most of the time the dots would just be in random places, and not the actual entrance.
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You could use the thumbtack/loc functionality for this. Create a bind or macro that looks something like:
/bind <key> local "ENTRANCE: $loc" /macro ENT local "ENTRANCE: $loc"
I use local in this example, but put it in whichever channel you like (aside from serverwide channels, preferably). When you enter the map, press the key or click the macro and it'll drop a clickable link with the coordinates in your chat. When you need to find the entrance again, just click the coordinates it gave you and it'll drop a thumbtack on the map and a nav marker in-game.
Depending on how 'busy' your chat windows are, you might need to dedicate a tab to that channel to minimize the amount of scrolling up you need to do to find that link, but I've used this same functionality plenty of times when I need to get back to places I've been.
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Thanks Michiyo! For those that missed the previous four times I posted it on this page, the current thread for vidiotmaps is here:
https://forums.homecomingservers.com/topic/37216-vidiotmaps-for-homecoming/
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9 hours ago, Akiceter said:
I looked into it and as nice as it is it doesn't do what I'm asking for. For instance. Let's use the exploration badge Master Plumber. It will show me that I don't have it but won't tell me which badge I'm missing to get it.
Go to Exploration > Hero > Zones A - E > Abandoned Sewer Network. The eight badges that make up the Master Plumber exploration accolade are listed there, and any that you are missing will be in grey text. In that same sub-menu, you'll also have the option to place a thumbtack for any of those badges, to aid in navigating to the ones you are missing. Although in that particular zone you'll still need to negotiate the tunnel system to get to your badge(s).
9 hours ago, Greycat said:Honestly, I wish there were a way to track (and I suppose name...) plaques for things like this. Those are a pain since you don't know how many of what you have, and no real way to check a list and see which you're missing.
I would LOVE to be able to do that as well. I looked at the game code and tried a myriad of different internal code names for plaques and internal 'visit' parameters for them, but nothing I tried worked for tracking them in a popmenu. I think at this point the devs would have to add that functionality to the popmenu code in order for plaque tracking to work. If they do add that, rest assured my badge popmenu will be updated with it ASAP. In the meantime, the best I could do is add a set of thumbtacks for each History plaque.
7 hours ago, Clave Dark 5 said:I had a toon with one set that fit, then accidentally unset it, and spent about a full minute going trough the menus trying to find, and still wasn't able to. My time was limited so I couldn't just go through them all slowly one by one.
One option would be to go to the wiki settitle listing page at this link, use CTRL+F (or whatever your browser's search/find hotkey is) to find the badge you need, note the settitle ID, and create a bind/macro in-game using the settitle command:
/bind <key> settitle <settitle_id> /macro <name> settitle <settitle_id>
That way, any time you change your badge title, you can change it back to your favorite with one keypress/click.
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I only vendor items for which the vendor price is much higher than what I would expect to get on the AH, which mainly includes generic recipes and SO/DO enhancements.
Most other stuff I'll put on the AH for at least the break-even price (including AH fees) compared to what I can get for that item at a vendor. For example, white salvage, which vendors for 250 inf, will go on the AH at 278 inf, and it always sells. Most stuff that goes on the AH, though, I'll put up at a price that I hope will sell within a week or so. It has taken a while to accumulate the market experience to be able to estimate that price for any individual item (crafted enhancements, mostly), but I estimate correctly more often than not.
I am a patient man, and patience is the key to maximizing profits from the market (and minimizing costs, when buying).
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3 hours ago, Orodil said:
It seems like I won't be able to use mods on this machine, and it's a major bummer 😞
While City Mod Installer is by far the simplest installation method, mods can still be installed manually. It's a bit more complicated to do so, but not out of the realm of possibility. For example, if you want to use the vidiotmaps mod, you can go to the vidiotmaps thread at this link and read the top section on installation. There are manual install instructions in there. If you feel comfortable following those instructions, you should be able to manually install most mods. There are several steps (like creating the 'mods' folder and updating your launch parameters) that are one-time steps, so adding mods after the first one should be as simple as downloading a file into the proper folder.
Every mod available in City Mod Installer is available as a manual download from the City Mod website. Just go to https://mods.cityofheroes.dev/, click on the mod you want, and look for the link beside 'Manual Download:'.
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Request for a DEV
in Help & Support
Posted
I put together a beta version of a reward scale spreadsheet on Google drive if anyone wants to take a look:
https://docs.google.com/spreadsheets/d/1mN7b5TfAELPPBGxSkTQe0iHu27X01AgY92Ql2UHMex8/edit?usp=sharing
I tried to exclude some obvious entities (like base items and pets, and anything with a reward scale of zero) but there may still be some in there that are irrelevant. If you notice anything that probably doesn't belong in there just let me know. This data was parsed from the City of Data entity info.
I probably won't try to translate the reward scale data to the wiki any time soon. There can be some big reward scale variation even within NPC groups (like Vahzilok) and that makes it much more complicated to try to condense it into a single or small number of wiki tables.
I also pulled the XP reward data from the leaked i24 data files, and I do see some discrepancies with the experience data that is on the wiki. This is particularly true of the data below level 25. It may mean nothing, but I will do a little more data gathering to find out.
On an unrelated note, if anyone wants to gather any experience data on Brainstorm, I suggest sticking with just the beta QA quick kill and self buff powers, plus whatever you get at level 1 and any START powers you might want. As long as you don't train up, you can set your level to whatever you want, up or down, via the freebies menu. Once you train up to a certain level, you won't be able to go lower than that level again, so you keep more flexibility to change levels if you don't train. Of course, this approach may not be helpful outside of this particular testing scenario, but I think being able to rapidly change levels may be handy in this case.