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AboveTheChemist

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Everything posted by AboveTheChemist

  1. Here are a couple that cover the common procs/globals/uniques: And here are a couple that get a bit more into the weeds but are great if you are trying to max out HP/Regen/End recovery: There may be more but those are the ones that popped to mind, and that I could locate.
  2. In practical terms, you are correct, but as the game sees them, they are two separate badges. In addition to the V.I.P./Destined One/Praetoria's Son/Praetoria's daughter badge, there are 52 other badges, mostly represented by the Primal (hero and villain) and Praetorian achievement badges, that are treated as separate badges by the game (with unique settitle IDs) for Primal and Praetorian characters and are mutually exclusive.
  3. I tinkered with the idea to satisfy my curiosity. There was some discussion in this thread. Some other ideas were presented there but if I were I to pursue it in earnest, I had good luck with demo editing and would probably go that route.
  4. The only enhancements that are restricted by archetype is a subset called Archetype Origin (ATO) enhancements. All other enhancements can be used by any archetype as long as they have a power that can slot that particular type of enhancement. For instance, and generally speaking, in order to slot an IO from the Healing set, one must have a power that has a healing component.
  5. I've completed the mod (for now) and have published the full version here. I have tidied up some of my now-outdated posts in this thread (mostly my first two posts), but since there has already been some discussion of badge/plaque collection paths here, feel free to continue to discuss that here.
  6. I extend my sincere thanks to Blondeshell and the other contributors to the VidiotMaps/MoreMaps4U project, upon whose work these maps were built. I respectfully request that discussion/feedback in this thread be limited to the use and development of this mod. Feel free to discuss topics not directly related to this mod in this thread. In order to minimize the time and effort required for exploration badge and history plaque collection, I developed a set of in-game maps, based on the most up-to-date VidiotMaps, depicting optimal paths for efficient collection of exploration badges and history plaques in zones containing more than three badges/plaques. These maps replace the existing in-game maps for those zones, and work best when collecting all the badges and plaques in a given zone. Notes regarding map installation, map use and symbology, as well as map development and other notes, are contained in the spoiler sections below. Please, at the very least, read the sections on Installation and Removing/Deleting Old Installations, as most of the answers to questions I receive are contained in those two sections. If anyone would like to use this mod as a starting point to build your own mod, please feel free to do so. All I ask is that the previous authors of VidiotMaps and I be acknowledged for the work that has been done to date, and that you take credit for any modifications that you make to this menu. Here's an example of one of the maps (Echo: Atlas Park in this case, cropped to show the badges/plaques and paths). This mod can be installed either via City Mod Installer, or via manual installation. For those that might prefer to remove this mod when not needed, uninstallation instructions are included. An offline version is available in this thread. Installation Removing/Deleting Old Installations Use and Symbology Development Available Zones Notes Future Work Update Log
  7. Here's my original thread for it (shameless plug). You can preview the sounds there to see if you like it before you install it. It is also available via the CoH Modder tool if you want an easier install method.
  8. Hi QuillReaver, I have been part of this kind of team for the better part of the last year, and we have leveled 3 sets of characters together. Our numbers have dwindled a little (there are 3-4 of us now) and we have been thinking of restarting with a new set of characters and trying to add some new members. I think our playstyle would align well with what you are looking for and that we would be a good match for each other. I am in, at least, and I'll mention this to the rest of the group as well.
  9. I consider my builds to be fairly middle-of-the-road, utilizing mostly rares, uncommons, and the typical PvP globals/procs (like the Panacea proc). I'll very rarely use ATOs and don't use purples. My builds run about 150 million, give or take 25 million. I think it also depends a lot on how patient you are willing to be on the market. Impatient players will pay a lot more than those willing to wait some time (days or even a week or two) for lower bids to fill.
  10. Just a PSA for those using the AH for storage: There is a rare bug that causes the AH to assign sale prices to unintended items in the stored tab. In my case, clearing my stored tab of all but the item I intend to sell has kept the issue from recurring.
  11. It is 'hidden' in the ship's bridge, according to the wiki. As far as I know that's how it was intended. If memory serves, the marker for the Ophelia's Final Scene badge in Perez Park is similarly hidden, although I know if you position the camera just right you can see it under the leaves. I don't know if there is a way to move the camera to sneak a peak at the Whitecap marker. I think there might be one or two other badge markers that are hidden, but I can't recall their locations at the moment.
  12. I am far from an expert, but I have done something similar using demo editing. I posted some notes about it in this thread. The wiki page for demo editing would be a good start as well, if you decide to go that route. I don't know if the LRSF map is available as a map through the Mission Architect (although a ruined Atlas Park map is listed on the unique maps page), but setting up an AE mission with that map (assuming it is available) might be another option.
  13. Sounds about right, day job badges require 100 logged-out hours.
  14. If it matters, I'd say 98% of the runs that my data represents were on -1 or at most 0 level difference, with team size of 1, no bosses. I didn't want the runs to take any longer than necessary so I never cranked them up above 'normal' settings.
  15. It is still accessible via Pocket D. See the post below, which will show you where the entrance is in Pocket D.
  16. There is not, but I created a suggestion thread for that idea a while back. Feel free to support the idea there. Your popmenu idea is in the same vein as the rolling keybind idea I mentioned in the OP (third spoilered section down), which would require the /thumbtack command to work. Ultimately I think that would be the best way to implement this idea, but I don't want to get my hopes up too much. Still, I've made provisions in my scripts to be able to take my output and turn it into a popmenu/keybinds without a great deal of effort, if the /thumbtack command does ever come about. As far as the project goes, I am more or less done with the maps, and am finally happy with them. I ended up revisiting a few of them several times before I felt that they were complete, and of course I tested and retested to make sure they made sense. So, the in-game maps are done, and I am in the process of converting the BMPs to PNGs and cropping them for use in the offline viewer. I hope to finish that up over the weekend, and if that goes smoothly I hope to be able to post a finished product next week.
  17. It's a popmenu so technically it's available at all times (even prior to earning any of the associated teleport powers) using the /popmenu command or by binding it to a keybind or macro. As to when the macro button is granted 'naturally' in-game, I don't know with 100% certainty but one could hop on the beta server and /badge_grant some of the likely candidate badges (i.e. Passport, the day job accolades, Entrusted With The Secret) and note if/when the Fast Travel macro button becomes available.
  18. Fair enough, I suspected that was the list to which you were referring but I wasn't sure (I can think of a few others), and I didn't want to try to explain without knowing for sure. There's a slightly more complex explanation for what you see in that list, but if you are happy with the answer you have then I won't bother with it. I will say that that particular list is, per Jimmy, the 'best available' solution but that a better solution is sought.
  19. If I knew the exact beacon list to which you are referring, I might be able to explain the phenomenon you see. As noted, a screenshot would be the most useful.
  20. Where exactly are you seeing the "active" zone entries on these alts? A screenshot would be most helpful, or at least the name/description of the particular window.
  21. It is not, Pocket D must be enabled by either earning the Pocket D VIP Gold Club Member badge, or by earning the LRT power another way then collecting one of the two exploration badges in Pocket D. If you want to save yourself some time you could always 'earn' some of the badges in question using the /badge_grant command (the badge tags for the various badges are listed here) on the beta server.
  22. I dug around in some of the spreadsheets and found this data, which worked for me on beta just now. Here is the syntax for DOs and SOs (using an Accuracy enhancement at level 6 as an example): SO: /boost Magic_Accuracy Magic_Accuracy 6 DO: /boost Mutation_Magic_Accuracy Mutation_Magic_Accuracy 6 I've attached a text file containing the enhancement names I found. I can't say if this list is exhaustive or not, but it should be a good start. so_do_names.txt
  23. The closest thing I could find in the freebies menu is the auto enhance feature. It looks like the command '/auto_enhance' will grant single-origin enhancements, but I have never used it so I am not totally clear on how it works. It looks like the boost command will work for hydra, titan, and hamidon origin enhancements so if there was a way to determine the internal name for single origin (or dual or training if you wanted those) enhancements then it might work. Aside from that you might just need to grant yourself some inf and hit the store (assuming what you need is available there).
  24. Take a look at my last post in the Extor's Emotes Popmenu thread. The easiest install method is to use the CoH Modder tool, and there are some more details in my linked post. The other method is to manually install it by downloading the .mnu file in my linked post and placing it in the folder structure mentioned there. There are instructions for deploying it in-game there as well. It is certainly possible the in-game menu might be expanded, but I have no idea how likely that might be. This thread might provide a nudge in that direction but aside from that I am not sure what else might be done to encourage the updating of the in-game menu.
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