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AboveTheChemist

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Everything posted by AboveTheChemist

  1. It's already been confirmed (twice!) that it is player-driven, but here's an example announcement with after-action report from an event on Everlasting couple of years ago.
  2. You could probably start with the Dev's Choice selections, which are conveniently compiled in this thread for reference. There may be compiled lists of other AE content on the forums, but that's the one that sprang to mind.
  3. I disagree. Perhaps I am in the minority, but the crafting system in CoH is just about perfect to scratch my crafting itch without having to get bogged down in leveling different crafting skills, using different crafting tables/containers, and maintaining a bloated bank (or separate bank mule characters) full of crafting materials.
  4. If the raid scene on Project 1999 is any indication, I am not sure this statement is entirely true! To answer the OP, I do not PL in AE, and removing XP from AE would not directly impact my day-to-day gameplay. I did level a fire farmer to 50, just to see what the fuss was about, and I mostly abandoned him until I ran some inf gain tests after double inf was removed from AE. I don't think I have stepped foot in AE since, although I would quite like to run some of the non-farm/dev's choice type content at some point.
  5. Agreed on the alphabetical listing as being the most logical. Also, if you head over to Brainstorm (the beta server), you can probably earn most if not all of these powers by completing the respective missions using the mission/task completion tools in the freebies menu. They are under the 'Misc Commands' heading on the top level. You can copy one or more of your live server characters there to test using the forum beta copy tool. That way you can test to make sure that all the commands in the popmenu work. I don't think there are any power awards that are tied to badges, but if you find there are let me know and I can help you grant the appropriate badges on Brainstorm as well.
  6. I uploaded the file you attached and a new character named Sparkling Pain was added to my character roster with 623 badges. Does that sound correct? I have some troubleshooting advice in this post on the previous page, if you want to give that a shot. If it doesn't work, please let me know.
  7. This is a quite a stab in the dark, and I don't have access to the game at the moment to check it myself, but is the character in question currently in the middle of an Ouro flashback or TF (or similar)? I know current contacts vanish while in flaskback/TF mode (and maybe clues for other arcs/missions too?), so maybe souvenirs do too? I could be way off though.
  8. There are folks like myself that use the 'Unread Content' button (top right of forums) as a way to quickly scan topics with unread posts, and the opening few lines of the most recent post in each topic are visible. Spoiler tags help to keep spoilers from being visible in this manner. There's also a pinned topic at the top of this subforum that specifically states that So yes, please use spoiler tags. Please.
  9. I am normally on most evenings, albeit a bit late (after 9PM-ish Eastern). However I am on 'pick family up from airport duty' tonight so there is a decent chance I won't be on tonight. I got Cerulean Cipher to the key level of 22, and have started slotting the coveted level 25 common IOs. Those are his 'endgame' enhancements and will likely be his last upgrades until he retires from the slow ride and I slot him with set IOs at some point in the far distant future. I had thought about going on a recipe buying spree when he hit 22, to upgrade all his current slots at once. But, since I've done everything else the slow way, I am going to wait and just slot the common IOs as the recipes drop. At least until the level 25 recipes stop dropping, then I'll purchase whatever recipes I need to fill his remaining slots.
  10. This came up not long ago in this thread, and after some testing several of us confirmed what you have noted about the lady skulls not counting.
  11. In the AH interface, click the [+] beside the Enhancements category. This will expand to provide sub-categories for Attuned Enhancements and Crafted Enhancements (and perhaps some others, I'm going off memory and an old screenshot). Choose the attuned enhancements from the Attuned Enhancements category, and non-attuned from the Crafted Enhancements category. You can also set both the min and max level in the search bar to 1 and any set IO you search for via the search bar should bring up just the attuned version.
  12. I suggested the thumbtack command, which was implemented not long after. However, while I did come up with the idea independently, after the fact I discovered I was not the first to do so, as similar ideas had been previously submitted by two other posters. Also, I'm quite curious how the OP was able to filter the threads to include only the ones they started. My efforts to that end were in vain.
  13. Did you log out and back in near the dummies? I think logging in near them will cause them to despawn. Not totally sure, but it would be easy enough to test on Beta.
  14. In Kallisti Wharf, at the base of the Statesman statue in One Statesman Plaza (near the center of the zone). The statue in the screenshot normally has stone texture (or it did the last time I was there, which has been a little while), so the one in the screenshot probably either has a modded texture or was edited with an image editor.
  15. As noted, I am not 100% convinced either, but Babbage being tied to the TF leader seems to be the best fit of my testing experiences and the experiences of others. If anyone would like to volunteer a small amount of time on Brainstorm, I'd be happy to run a few more quick tests to get some solid data.
  16. Dramamine usually helps with my travel-induced motion sickness, but I've never tried it for gaming. Partly because most day-to-day gaming doesn't induce motion sickness, and partly because I avoid taking medication unless it is absolutely 100% necessary. If I ever bite the bullet and decide to make a serious run at the ski run badges, though, I'll keep the Dramamine in mind! I've never had any issues with other peoples animations or auras. It was only after somewhat prolonged exposure to my own Hurricane power that I started to notice the early signs of motion sickness.
  17. I know you jest, but even if I had done something worthy of that badge (this particular bug doesn't even come close), I have no interest in it.
  18. That certainly seems reasonable. I saw Babbage make some impressive leaps, going from ground level to the highest overpass level in a couple of hops, but given the 3-D complexity of that zone it would not shock me if he occasionally gets stuck. He will despawn fairly rapidly if the team is too far away. If I remember correctly, he was a no-show three of the 40+ tests I ran. Each of those three times he did spawn, but despawned within 5-10 seconds. In each case I was waiting some distance away from the mission door, and my best explanation is that the distance between my character and his spawn location was great enough to either break aggro, or prevent him from aggroing at all, and he despawned. I didn't time any of the spawns in my testing, but in most cases I would estimate that no more than 30 seconds or so elapsed between completing the mission (using Beta server commands) and Babbage attacking. I could probably get accurate timing numbers from my logs and/or my demo files, and I may look into that if the spirit strikes me.
  19. There was a good deal of discussion on this subject on a recent Babbage bug report thread, including the results of a lot of testing that I performed on the Beta server to try to verify or debunk some theories I had read regarding why Babbage does not spawn. I'll start off with a few observations that, while not 100% ironclad facts, I feel confident are true. Babbage spawns based on where the team leader exits the Clockwork Lord mission. So if the team leader portals to another zone from inside that mission, then Babbage will spawn in that other zone. It's important for the team leader (and perhaps the whole team, just to be safe) to exit that mission back into Skyway City to make sure he spawns in Skyway City. Babbage spawns about 300 feet from the Clockwork Lord mission door, at any of the common spawn points shared by enemy NPCs. My working theory is that he often fails to spawn because there are player characters too close to his spawn point when he spawns, which suppresses his spawn. I couldn't prove that beyond the theory stage, because I was testing solo and would have needed more help. But, it makes sense because as the call goes out to the server that a Babbage spawn is imminent, players arrive and loiter around the general area of the mission door (especially if they are provided coordinates). The more people that gather, the more likely one of them might be too close to Babbage's spawn point, causing him to fail to spawn. So, it might be helpful to ask folks to muster some distance (500+ ft) from the mission door when announcing an imminent Babbage spawn in chat. The north tram station might make a good muster point, for example. There also may be rare occasions when Babbage paths too close to a police drone as he travels to attack the TF members, but that's not a scenario I could reliably test. In one of my 40+ tests, he spawned fairly close to the south tram station. While he didn't get zapped by a drone in that instance, given the proximity of the spawn to the tram station it's not unreasonable to imagine that he might path too close to a drone. A few theories that I was able to prove FALSE are: Babbage won't spawn if the Superadine Raid (AKA the Troll Rave) is in progress (I was able to spawn him numerous times during the Troll Rave) Babbage won't spawn if there is already a Babbage present in the zone from a different Synapse TF (I was able to spawn two concurrent Babbages without issue) I'm certain that there is more testing that could be done, and there may be someone else out there with additional info that could help prove or disprove some of the above. But those are my conclusions based on the fairly extensive testing I performed. The thread I linked above has more details of my testing, should that be of interest.
  20. Updated (in top post) to add exploration accolades listed by zone name. The exploration accolades include the multi-zone accolades The Constant for Atlas Park and Echo: Atlas Park, and Viva Praetoria for most of the Praetorian zones. The new list by zone name only includes single-zone accolades, so these two multi-zone accolades were not included in the new list by zone name. This is noted within the mod itself as well. These two accolades can still be found in the list by badge name, though. Note that the official revision date is 24-May-2022, although I didn't get around to updating the CoH modder version and updating the top post with the new version until today (03-June-2022). If anyone notices any issues, please let me know.
  21. I ran a few missions last night with Hurricane on (about 20 minutes total), using the default power color. I definitely felt the onset of motion sickness but it didn't get above the 'mild headache' stage. I may try another test with the power colored brightly. Given the relative mildness of the symptoms, and the fact that I rarely ever use Hurricane under normal play conditions, I voted 'Yes, but I can cope'. EDIT: For those that might be interested in exploring if a mod can be made to alleviate some of the issue client-side, there's a nice forum guide on texture modding that details the process.
  22. Out of curiosity, was this mod one that you created, and were trying to add to CoH Modder? The error you describe sounds a lot like an issue I had where I created a mod and saved it, but didn't upload it.
  23. The issue is that earning the 'Going Rouge' exploration badge in Imperial City will report Imperial City as unlocked in the Fast Travel power menu, but earning that badge does not actually unlock Imperial City as a Long Range Teleporter (LRT) destination (assuming that the LRT power has already been unlocked). Long story short: This bug is mostly my fault, but the solution should be fairly simple. Long story longer (with potential solutions): I've got some illustrative screenshots. First is a shot of my LRT destination menu prior to any testing, showing that Imperial City is locked. At this point I have earned the LRT power, but I have collected zero exploration badges in Imperial City. At this point I traveled to Imperial City and collected only the 'Going Rouge' badge. Here's a shot of my badge list popmenu showing that it's the only exploration badge I collected in Imperial City. Here's a shot of the Fast Travel menu, which indicates that Imperial City is unlocked. Finally, here's another shot of the LRT destination menu showing that Imperial City is still locked. Note in the chat that I have collected the 'Going Rouge' badge.
  24. While I have never noticed issues with Hurricane, several times I've become nauseated while playing. Typically it happens if I am flying for extended periods (especially if I turn rapidly/frequently), and it happened the one and only time I tried to get some of the ski run medals in Pocket D. In the worst cases I have to log out and lay down a while. I do have a Sonic/Storm defender, but I rarely use Hurricane on her. I also have an Illusion/Time controller but I never noticed any issues with Time's Juncture. In the name of science, I'll try to remember to hop on my defender and turn on Hurricane a while to see if I start getting queasy. I'll report back how it goes.
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