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Everything posted by AboveTheChemist
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I ran more tests last night. As I mentioned in this post, my working hypothesis is Babbage fails to spawn because there are players on/near his spawn point, so my testing goal was to nail down the spawn point(s) for each of the possible mission door locations for the mission that spawns Babbage. I have more testing to do but here are some observations so far. I ran 22 Synapse task forces, and noted 11 different mission door locations for the mission that spawns Babbage (and I am aware from past experience that there is at least one additional mission door location). I was able to get spawn locations for each task force I ran, and there were 19 unique spawn locations (3 were repeats). A couple of the mission locations had up to 3 unique spawn locations, so that might make testing my hypothesis a little tricky. Of those 22 task forces, Babbage attacked me 20 times and was a no-show twice. However, I recorded a demo for each test and was able to determine that, during the two no-shows, he did spawn, but then despawned within 5 seconds. I am not sure why he might have despawned but I need to dig into the data a bit more. I also noted that 7 of the 22 task forces took place during the Troll Rave event, and Babbage attacked me each of those 7 times, so I think I can safely say that the Troll Rave event being active will not prevent Babbage from spawning.
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The message is: Babbage has appeared in 'Boomtown'. I think that many GMs in their "native" zone (i.e. Babbage in Boomtown, Lusca in IP, Kraken in Perez Park, etc.) remain until, as you noted, they are defeated or the zone is reset (with some exceptions, see Apparition's post below). A while back I did some extensive testing of the Paladin event in Kings Row, and I noted that Paladin remained alive for hours and even days, and I'd have to drag him to a police drone to get the Paladin event to reset so I could continue testing. When I checked Everlasting and Torchbearer for Babbage last night, I had not seen a spawn message. I just headed to Boomtown and searched. I have no idea how long ago they had spawned. I am not an expert on the War Walker mechanics but it sounds like the Field Generator was not destroyed. Just to the south of the pit where the War Walker spawns is a Field Generator that, if left intact, will heal/buff the War Walker. Destroying the Field Generator weakens the War Walker and makes him easier to defeat. Even with the Field Generator down, he's always seemed to me like one of the tougher GMs.
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I was able to complete a few more tests this evening. When I logged onto Brainstorm, the Troll Rave event was active, so I was able to test spawning Babbage during the event. He appeared without issue, so the notion that he won't spawn during the Troll Rave may not be correct. I then completed the TF (via cheats as mentioned previously), started a new TF, and skipped to the mission that spawns Babbage. I found the existing Babbage from the previous TF (who was still actively pursuing me) and attempted to spawn a second Babbage. The second Babbage spawned normally, and both were attacking me, so the notion that he won't spawn while an existing Babbage is on the map may not be correct. I'll note also that the Troll Rave event was still active at this time. The dual Babbages above were spawned from TFs started by the same character, so I tried again with the intent of spawning one Babbage each from two different characters. Character A spawned Babbage A, at which point I logged over to Character B, who then spawned Babbage B. Both Babbages spawned normally. Babbage A ignored Character B (until Character B attacked it), but Babbage B attacked Character B as expected. They quickly defeated Character B, making the screenshot a bit tricky. For the final test, I entered the instance for the mission that spawns Babbage and completed the mission. While still inside the mission instance, I used LRT to teleport to Steel Canyon. Babbage was waiting in Steel Canyon for me when I arrived. A few other observations I made during testing: When Babbage defeated me, he returned to his spawn point and did not re-engage me once I rezzed. After returning to his spawn point, if he was left alone, he despawned after a few minutes. For the times I was able to observe Babbage at his spawn point, the spawn point was on an elevated portion of highway. In thinking of possible reasons for Babbage not to spawn, I realized that as teams broadcast to the server of an impending Babbage spawn in Skyway, the southern part of Skyway begins to fill with players milling about waiting to assist with Babbage once he spawns. My grasp of spawn mechanics is tenuous at best, but if new spawns are suppressed within a certain radius of a character, then there may be one or more players waiting near Babbage's spawn point, causing his spawn to fail. I have no idea if that is even possible, but I plan to do some more testing to try to nail down the spawn locations a bit more definitively. As a side note, after testing on Brainstorm, I popped over to Everlasting and Torchbearer, and was able to find Babbage in Boomtown on both servers within a few minutes.
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For those interested in testing spawn scenarios, it is easy on Brainstorm. The Synapse task force can be started solo, and there is a cheat command to complete tasks and missions: /completetask 0 This will complete the first task in your list (and there will only be one in the list while on the TF). It is best implemented as a macro or keybind (omit the slash if you go that route), or it is available in the freebies menu under Misc Commands > Complete Task > Complete First Task. It only takes a minute or two to cheat past the missions that lead up to the one that spawns Babbage. I ran one test yesterday and Babbage spawned as normal. I was hoping to test again with the Troll Rave event active but that event didn't start during the time I was testing. I plan to run a test later wherein I spawn one Babbage, leave it up, complete the TF, then start another TF to try and spawn two Babbages at once. I'll report back once I've got several tests under my belt. That sounds like either extremely bad luck, or perhaps not looking in the right spots. I've found him countless times in Boomtown on HC, but I'll make it a point to check Boomtown periodically for him going forward. I play mostly on Everlasting and Torchbearer, but if you would like some help tracking him down, feel free to add me as a global friend (my global name matches my forum handle) and I'll be happy to help track him down.
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Although I can't confirm this, I have heard that if the Superadine raid (i.e. the troll rave) event is in progress in Skyway, that will prevent Babbage from spawning. I've seen the message twice in the last couple of weeks, and I probably only play 6 hours or so a week. If you use vidiotmaps, the spawn locations are marked on the map, and are concentrated near the northern edge of Boomtown (here's the wiki version for reference).
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I thought it was as quoted above, but it has been a while since I set up my account. The HC Wiki club is another good place to go for HC wiki Q & A. It may seem a little quiet but I usually get quick responses when I post in there (and I likewise try to respond rapidly to posts).
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No Powers in Power Trays after Character Creation
AboveTheChemist replied to Apparition's topic in Bug Reports
In my case, I honestly don't recall the details. I've created a number of characters on the live, beta, and closed beta servers over the past few months and I can't recall the specifics when it happened. It's easy enough to grab the powers from the power window so it hasn't risen above the level of minor inconvenience, and in several cases the characters were for non-powers related testing, so for those characters it wasn't even an inconvenience. Knowing that this thread exists, though, I will pay close attention to the details going forward and will report back when/if it happens again. And if the devs decide to look into it, my offer to dig through my logs for useful info still stands. -
Glad I could help! There are some (like 'PPD Informant / Former PPD Stoolie' for Kings Row) that change name based on alignment, and some that are gender-specific. For badges that have alternate alignment/gender names, I tried to list all the alternates. Just look for the names with the forward slash separator. I think you can have all 56 accolades, as long as you don't mind changing alignments. I could be wrong there though.
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No Powers in Power Trays after Character Creation
AboveTheChemist replied to Apparition's topic in Bug Reports
My rough (non-scientific) recollection is that is has been mostly since i27p3 that I have noticed it. I honestly can't recall if it happened prior to then, but it has certainly happened a few times since then. I could probably dive into my logs to try to get some more concrete data if that would be helpful. -
No Powers in Power Trays after Character Creation
AboveTheChemist replied to Apparition's topic in Bug Reports
I have noticed this myself on several occasions in the past few months. -
Below is the list of locations containing exploration badges that I pulled from the Badger badges page. On that page, choose 'Type' as 'Exploration' if you want to see the full list of badges, and doing so also allows you to filter by the maps listed below if you want to see the specific badges in that location. Some of these are mission maps (like the Safeguard and Mayhem maps, and the Black Shroud Dimension map for the Shrouded/Shady badge), and some of these locations can be in multiple zones (like the Architect Entertainment Buildings location for the Thrill Seeker badge, which is in any zone containing an AE Building). There are 56 by my count, listed below. These are grouped roughly by area (hero, villain, hazard, etc) in roughly ascending order in terms of the level range of the zone. I pulled the list from a few wiki pages and supplemented with data from my own datasets.
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The current total badge count is 1581. The Badger site is up-to-date with regard to the number of badges. The Badger site counts a couple of badges that don't count towards the in-game total, and it splits one of the Primal/Praetorian badges into 2, which accounts for the three extra badges you are seeing there. This post has a little more background on the Badger discrepancy.
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I am hesitant to upload it since it is not my content, but here's what a peek into the data showed me for Blazing Aura: SOUND\OGG\POWERS\IGNITE2 SOUND\OGG\POWERS\FIRESWORD_LOOP SOUND\OGG\POWERS\FIREBALL1 SOUND\OGG\POWERS\AURA6 SOUND\OGG\POWERS\AURA5 SOUND\OGG\POWERS\AURA7 SOUND\OGG\THORNS\TORCH2_LOOP
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Help finding the internal names of some temp powers
AboveTheChemist replied to SecretCisco's topic in Help & Support
While useful, that Google spreadsheet is unfortunately somewhat dated, and as far as I can tell it is not actively maintained. The HC Wiki page for the macro_image slash command is actively maintained and was built using the information from that Google spreadsheet. The HC wiki page corrects a number of errors in the Google spreadsheet, and adds a sizeable number of missing icons from both Live and Homecoming. -
I could not locate any patch notes that mentioned bucketing of salvage, but my search was not exhaustive. For those that require proof, the auction house on the beta servers is relatively barren and makes a great place to experiment. With a little inf from the freebies menu and a few minutes of time, it should be easy to see that salvage bucketing works as described.
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I noticed this same bug a while back, and documented it here. Not sure if that will bump it up any higher on the fix list but every bit of documentation helps!
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As a kid I religiously watched Sherlock Holmes every Sunday evening on A&E, and Lovejoy came on right after. It took me a little while to start watching Lovejoy, but once I realized that it was not only a good excuse to stay up an hour later, but also a fantastic show, I was hooked. I recently bought the series on DVD and am slowly convincing my wife to watch it with me.
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Help finding the internal names of some temp powers
AboveTheChemist replied to SecretCisco's topic in Help & Support
You can try searching City of Data v2.0. This might be a good place to start there: https://cod.uberguy.net/html/category.html?pcat=temporary_powers For example, I found 'Temporary Powers.Temporary Powers.Shivan Shard' but I am not sure if that if the same power you are looking for. -
VidiotMaps for Issue 24 and Beyond
AboveTheChemist replied to Blondeshell's topic in Tools, Utilities & Downloads
That is definitely part of the plan for the next release, along with consolidating the 'manual' installation package from three zip files into one zip file. I don't have a time frame, but that's the plan. -
My first time getting one of these...3 rares required?
AboveTheChemist replied to Ukase's topic in The Market
Not to my knowledge. The HC wiki page for each recipe lists the components, but that's on a per-recipe basis. The only comprehensive dataset that I am aware of is the one I put together, which is available here. It's not in tabular format but it probably wouldn't require much effort to do so if one were willing. -
I'll add that the markers on the respective vidiotmaps are not always the most accurate, and I plan to correct that in my next vidiotmap update. There was some discussion (mostly on Discord) a couple of months ago that prompted me to do a deep dive into the River Rat locations. You can read more about that here if you like. One big takeaway from that post is that the trigger volume for River Rat #6 on the Nova Praetoria map is set a little too high, and swimming to that marker will likely not be sufficient to get credit. You'll need to jump, fly, or otherwise elevate yourself a few feet off the water at that location in order to get the badge to trigger.
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Recipe salvage components dataset
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
I've corrected a minor error in the data. When the 'Taunt' set became 'Threat Duration' in i27p3, enhancements that boosted Taunt were modified to boost Placate as well, and the 'Taunt' portion of their names were changed to 'Taunt/Placate' to reflect this. I didn't notice the name change until this weekend and I've updated this dataset accordingly. -
Quick Q, yes/no is fine, Streaming
AboveTheChemist replied to Chalkarts's topic in General Discussion
Here's the code of conduct section that addresses streaming. It's a quick read and there's even a video guide: https://forums.homecomingservers.com/code-of-conduct/#video-policy -
Corvus' enhancement pack, now updated
AboveTheChemist replied to LKN-351's topic in Tools, Utilities & Downloads
One option might be to separate the preview .png files from the texture files. Display the preview files as is done now on Google Drive, but zip the texture files up on your computer and upload the zip file to Google Drive. Since it seems like it's Google Drive's zipping process that is causing the issue, zipping it yourself might alleviate that problem. So you'd have two links for each iteration, one for the preview and one for the actual mod. I don't recall having any issues with the mods I have provided via zip file (although I don't know offhand if any filenames had apostrophes). As for the folder names, it was a tad confusing but not to the point where it was an issue and I was able to figure it out quickly. It might not hurt to change them though to make it as simple as possible.