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AboveTheChemist

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Everything posted by AboveTheChemist

  1. I noticed on some of the invention salvage pages that the lists of recipes in which the salvage is used is counting each recipe multiple times. I've attached an example for Ruby salvage. The recipes that say 'for levels X - Y' are valid entries, while the rest are duplicates. I checked 5 or so different salvage pieces and saw the same thing for each one. I tried looking for a cause but didn't find anything definitive. It might be a dynamic page list issue in one or more of the templates, but that's not something I feel qualified to tinker with.
  2. Based on my (admittedly limited) experience with the 'Auto-Enhance Set IO' results, I would say that unless Lady Luck just happened to smile brightly upon you in that moment, the build you get will not be optimal compared to what an experienced builder might construct. Whether or not the build will be okay for general play depends on your specific needs/desires for the character and whether or not a sub-optimal build would lessen your enjoyment of the game. Given how customizable the difficulty settings are, I don't think it's unreasonable to take an auto-enhanced build and tailor your difficulty settings such that you reach a happy medium of fun and challenging. If you want to start learning how to make your own builds then it could also be a good starting point which you could then review with a tool like Mids or the City of Data site or the wiki enhancement sets page to find the most glaring weaknesses and replace a few sets that suit you better. And if all else fails, you can try auto-enhancing again for a new build.
  3. Yes, I checked all the Cimerora exploration badges on Brainstorm and they are all where they should be.
  4. The original(s) should get overwritten in the process so there is no need to uninstall. If you decide to go the CoH modder route, I think CoH modder creates a backup of any maps it overwrites, but I am not totally sure. If you feel comfortable enough with the structure of the 'data' folder and where mods need to be placed within it, and you want to try manual installation, there is a zip file linked in my vidiotmap update post that contains all the maps I have updated. Those should be the only ones that need updating.
  5. I would recommend installing the most up-to-date vidiotmaps, ideally via the CoH modder tool. The issue with that map looks like an issue I unintentionally introduced into some maps (including the Perez map) but later fixed when I better understood the texture creation process. The only guaranteed fix for that map is to replace it with the updated version.
  6. Note: This post was originally for i27p3. See below for updates regarding i27p4 I thought I'd start this as a way to let folks know what I was working on, and as a means for others to do the same, in order to avoid potential duplication of work. Nothing mentioned below will be added/updated on the wiki until it actually goes to the live servers, but there have been several things that I have been able to pre-emptively work on so that I can update during Beta as needed and just paste and go when i27p3 is released live. I've generated the text to update the Enhancement Sets page with the 5 new sets, and have generated the code for the set info page for each set as well as the enhancement info page for each individual enhancement for all enhancements in the 5 new sets. As the release date gets closer I will generate the code to update the Set Bonus Comparison Tables I will add the innertube emotes to the Emotes page and have already begun generating the animated GIFs for those emotes I will add new/updated power icons to the Macro image page I will add the new badge data to the Settitle listing page A bit lower priority will be to update the loading screen tips (as previously promised) Those are all pages I have worked on in the past and in some cases have written scripts to help update the info so I should be able to update them without much issue given that I am familiar with them. If I notice any similar opportunities for updating the wiki I'll add them. Updates (will add as I progress through the list above): DONE with main pages, still need to check a few related pages DONE Pending (still haven't made it to this, see update below) DONE DONE DONE Note also that I will not necessarily work in order, it just depends on how much time I have compared to the effort required for each task
  7. The Launch icon does extend slightly beyond the pog boundaries (which isn't unusual based on the icons I have dealt with) but based on what I am seeing when overlaying the icon & pog on the IO border, it does not extend beyond the IO border.
  8. You made me check, and you are incorrect. While I couldn't buy any enhancements (of any kind) as a level 1, I could buy SOs as a level 2 on up to level 50. I checked base vendors as well as open world vendors in Paragon City, the Rogue Isles, and Praetoria, and could buy SOs at normal prices in all places I checked.
  9. One could answer this question reasonably accurately with a little time investment on Brainstorm (the beta server). Create a character there and use the freebies menu to grant 1 billion inf and level 50. As each level is trained, purchase new SOs to fill empty slots, use the Upgrade button to upgrade existing slots, and record the amount of remaining inf before training to the next level. Upon reaching level 50, compute the level-by-level cost by subtracting the difference in inf remaining between levels. Sum those individually for the total cost, or sum every other level (or every third, or whatever interval you wish) to estimate the cost for upgrading at intervals other than every level. As noted, it won't be exact for every powerset/power/slotting combo, but it will give you a rough idea of what the different upgrade scenarios might cost.
  10. I am definitely still updating it, there just hasn't been much to update in a while. Unfortunately I don't think there is any way to grant specific powers via the freebies menu. The best solution I can think of for what you want is to visit Null the Gull, choose the appropriate alignment for the power you want, and wait a week. If anyone knows of a better way, please feel free to chime in. It also might be worth checking with the devs to see if they can cut that 7 day wait period down. I know they reduced the wait for day job badges on Brainstorm so they might be able to do something similar for alignment powers.
  11. Is this the sound you are after? Independence2_loop.ogg If so it is called Independence2_loop.ogg (I found it in the piggs at sounds/Ogg/Independence) and as stealthnight pointed out it can be set as your base "music" using: /sgmusic Independence2_loop There is a similar loop in that folder called Ghostship1_loop.ogg that has the same foghorn but has a more 'unearthly' feel (because it is the ghost ship sound), so depending on how eerie a sound you are going for, you might give that a try as well. I have tested both tracks and they both play fine in my base.
  12. Knowledge of coding and/or github aren't necessary. There's a 'Characters' option at the top of the page, clicking that will take you to the character page where you can add characters. I've posted more in-depth instructions in this post and if you want to trying loading badges from log file output, I've posted instructions on how to do that in this post.
  13. Wearing a costume isn't necessary as far as I am aware. Were you solo or on a small light-damage team? I can't recall the exact numbers but I believe each team must do a certain percentage of damage to qualify for those single-target defeat badges (like the ones for defeating giant monsters).
  14. Without going into too much detail, one man's sub-optimal pace is my optimal pace.
  15. I did some results testing last year on Briggs' Bloody Rainbow Fire Farm, ID 125, and posted the results in this thread if that would be of any help.
  16. Dataset in top post has been updated with the Sinister Summoner badge. If anyone notices any issues with the data please let me know.
  17. Updated (in top post) to add Sinister Summoner badge, update the coordinates (slightly) of the Unabashed badge, and to add an either/or option for Penelope Yin TF/Sister Psyche TF for Task Force Commander checklist. If anyone notices any issues please let me know.
  18. Not sure there is much I can do for you, other than recommend that you post the issue in the CoH Modder thread and/or search that thread for similar issues.
  19. Just to clarify, vidiotmaps currently consists of maps from three sources. In order, they are the original Issue 23 VidiotMaps, the MoreMaps4U pack by Blondeshell that covers everything post-Issue 23 up through Issue 26 (roughly), and the map pack that I have been maintaining that picks up roughly at Issue 27 to present day. The version within CoH Modder contains all three map packs combined into one tidy package. Otherwise, manual installation requires installing the three map packs I mentioned, in the order I mentioned them. There's a bit more info in this post. I'm not totally sure that you need to uninstall. I think CoH Modder will install over the map packs you have installed without issue. I think the worst case is that it'll take the maps you have and archive them, but I don't know for sure. If vidiotmaps is the only mod you currently have installed, you can just get by with deleting the 'texture_library' folder inside <CoH Install Folder>/data. If you've installed other mods in addition to vidiotmaps, then it'll be more complicated, and it might be a wash in terms of effort to just install my map pack and be done versus trying to manually uninstall the two map packs that you have installed already.
  20. You need to either 1) install CoH Modder and install vidiotmaps that way, or 2) install the map pack that I have been maintaining (details in this post). Both contain the updated Abandoned Sewer Network map. I agree with the previous few posters and strongly recommend using CoH Modder.
  21. There is some documented testing of high team sizes (including some of my own) in this thread: https://forums.homecomingservers.com/topic/21744-0-x0-difficulty-settings
  22. To follow up, I checked the bins for Alpha, Beta, and Live. The updated loading screen tips are only available on Alpha at the moment. I think I will hold off updating the wiki with these for the moment, until the updated tips have made their way to Live. I assume this will happen with the release of Page 3, if not before. Edit: Looks like these are now on Beta so I will try to have this ready by the time it goes live with Page 3.
  23. I've got the list somewhere and this has been on my somewhat poorly-maintained to-do list for a little while. I'll dig it out and update the page in the next few days. Edit to add that I am 95% sure I saw confirmation that the new tip list was added, but I am not able to lay eyes on it at the moment. If anyone can confirm that they are in, please let me know. I'll keep looking.
  24. Just looking over some wiki info briefly, it looks like the AE badges were added in Issue 14 and many were yanked in Issue 15. According to the I15 patch notes page, the badges were removed because the devs wanted AE to be focused on playing story arcs rather than grinding badges. I was not playing during that time, so there may be more to the story than that. I know a handful of those badges (e.g. the Terminator badge) have been re-purposed as "new" badges on HC.
  25. That is a good question, and I was not involved in the log parser at all so I am afraid I do not know the answer. The website owner/creator, @KeyboardKitsune, still stops by the forums occasionally and might be able to shed some light on it when next they stop by.
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