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AboveTheChemist

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Posts posted by AboveTheChemist

  1. Given that info that has been edited from the wiki can still be viewed via the revision history, is there a mechanism in place to completely remove any content that violates the content policy such that it isn't visible even via the revision history? I would assume that folks with admin-level rights might be able to do such a thing but I just wanted to bring it up in case my assumption is incorrect.

  2. In regard to recent discussion here and on the discord, I don't know that I've explicitly stated it to date but Dacy you have my support for the approach that you and Matsiyan and Easter Bunny have taken in terms of updating the wiki with the info from the base lists in Google docs. It's a bit of a departure from the norm for updating the wiki, and I can see why it might give some folks heartburn. But I also appreciate the issues that you've had to deal with in terms of keeping the base info updated, consolidated, and free from malicious influence, so I think the balance you've struck is reasonable even if it isn't the "normal" way of maintaining a wiki page.

     

    A couple of minor points along those lines I wanted to bring up are:

     

    1. As an example, say someone either misses or doesn't quite understand that, rather than adding info directly to the wiki, that they should submit it for inclusion in the Google doc. Is there a plan in place to reach out to folks that add their info only to the wiki, so that they can get their base entered properly into the Google doc? That might be more of a cross the bridge when you get to it scenario, but it's not hard to imagine that at some point down the road there will be someone who just doesn't quite understand that the info needs to go through the Google doc, and it would seem like reaching out to them would help minimize the number of legit wiki edits that get overwritten with new updates.

     

    2. Given that info edited/removed from a wiki page is always visible a few clicks away via the revision history, if a base owner at some point decides to remove their base code from the listing for whatever reason, it might be worth reminding them that the code can still be seen on the wiki for someone willing to look through the revision history.

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  3. 12 hours ago, Captain Fabulous said:

    I use the Badger script to export your badges directly into Badger.

     

    OP, this is probably the easiest method, and I wrote a little walkthrough in the post at this link that will guide you through the process.

     

    12 hours ago, lemming said:

    Load up BadgeSetList and take a look alphabetically assuming you can do the same with Badger?

     

    OP, this method would also work if you want to do it manually. Badger lists the badges sequentially as you see them in-game. My BadgeSetList popmenu also has a sequential listing for each of the categories. If you go to the Badger page for your character, click the 'Collect' tab, and check the 'Show Collected' option, you should be able to choose each category and see a sequential list of the badges you have entered into Badger. You can compare that list to the sequential list in the BadgeSetList popmenu to find the ones you are missing.

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  4. 14 hours ago, gabrilend said:

    However they require you to have a supergroup

     

    In addition to Rudra's suggestion for building a simple SG base, you could also use one of the many travel hub/utility bases that folks have set up. The wiki has updated base code lists (here's Everlasting's list, for example) that you can sort by venue. Look for 'Travel Hub' and most if not all of those should have vendors that sell training enhancements. Links for the base lists of other shards are at the bottom of that page.

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  5. From the March 12 patch notes:

     

    Quote

    Fixed a bug that could cause the auction server to return sale history for the wrong item.

     

    This was nigh impossible to test on Beta due to the lack of supply on the Beta auction house. Now that this fix is live, this thread contains a number of good examples to check to see if they are still exhibiting the display bug. This thread isn't an exhaustive collection, of course, but if you need something to check, most stuff listed in this thread should suffice.

  6. 40 minutes ago, Sszl said:

    does it recognize the recipe and the finished enhancement are different items?

     

    Yes it should recognize those two items as separate. A quick but not 100% foolproof method of determining if the AH considers items the same or not is to look at the Bidding and For Sale numbers on the item. If those are the same for each item, then those items are probably considered the same item (although there could be rare coincidences where different items happen to have the same bidding and for sale numbers).

     

    For example, if you look at the screenshots of the Commanding Presence: Accuracy/Endurance enhancements you posted earlier in the thread, you'll notice that the attuned and level 27 versions both show 88 bidding, 389 for sale. Going by those numbers, it's a safe bet to assume that the AH considers them the same item. And, in this case, I know for a fact that it does, because attuned and non-attuned enhancements of the same set and type are 'bucketed' in the AH.

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  7. 2 hours ago, Sszl said:

    Are you saying that having both of those orders active is an issue somehow?

     

    The AH won't process buy and sell orders for the same item on the same character. I've seen it mentioned a few times on the forums but the only reference I could find was this thread:

     

    https://forums.homecomingservers.com/topic/31773-a-foolproof-way-to-transfer-items-in-the-ah-with-pictures/

     

    Specifically, rule A near the top. Yomo (the OP of that thread) is a marketing guru and has written/tested extensively on buying/selling to yourself, so I believe what he says.

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  8. 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.

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  9. 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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  10. 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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  11. 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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  12. 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.

  13. 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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  14. 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.

     

     

     

  15. 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:

     

    Quote

    This 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:

     

    Quote

    Make 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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  16. 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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  17. 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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  18. Sszl posted while I was typing this up, but from from today's patch notes:

     

    Quote
    • 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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  19. 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:

     

    https://forums.homecomingservers.com/topic/49175-city-mod-installer-released/?do=findComment&comment=565000

    https://forums.homecomingservers.com/topic/49175-city-mod-installer-released/?do=findComment&comment=593048

     

    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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  20. 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. 

  21. 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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  22. 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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