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Everything posted by AboveTheChemist
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They do, I made and viewed one last night.
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Thanks! I knew that might be an option but don't have much experience merging folders and wasn't quite sure how to explain it. I normally don't merge out of a (perhaps irrational) fear of something messing up. Edit: I did a little testing on folder merges and have a better feel for them now. I updated the instructions in the OP to simplify them based on this easier method of copy/merge.
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Back when I originally played, once I had chosen my character and clicked 'Enter Paragon City' (or 'Next' or whatever it was to actually enter the game) there was a nice 'pew' sound effect, which can be heard around time stamp 5:20 in this YouTube video when he clicks 'Yes' to enter the tutorial. That sound has sadly now been replaced with a somewhat generic 'click' sound. I rummaged through the pigg files this weekend, found the original sound, and made a quick mod to bring back that original 'pew' sound. Game modifications, be they modified maps, sounds, menus, etc., need to go in a folder called 'data' in the top directory of your CoH install folder. Each type of mod has its own sub-folders within the 'data' folder. The sound file is in the attached zip, pre-populated within the appropriate directory structure. Open the zip and copy the 'data' folder from the zip file directly into the top level of your CoH directory. If you already have a 'data' folder there, the new data should merge into the existing structure, although you may be prompted to merge or overwrite files with the new data. If that is the case, you may want to make a backup just to be safe. Otherwise, that's all it takes to restore a little bit of nostalgia to the game. char_launch_sound.zip
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I edited my post for clarity. Apologies, as in-depth discussions of such things are not my forte and clearly my grasp of the lingo was not what it could have been. Hopefully my meaning was/is clear in either case, especially to a more casual observer.
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1. As far as I know the wiki is correct. 2, Technically what happens when you switch alignment is that you lose the accolade power and the badge changes name to its opposite equivalent. However, at the same time you are granted the accolade badge of the opposite alignment and gain its accolade power. For instance, if you are a hero with Task Force Commander, and you change to villain, you lose the 'Task Force Commander' accolade power and the badge name changes to Task Force Abandoner. At the same time you gain a badge called 'Invader' along with the 'Invader' accolade power, which has the same effect as the 'Task Force Commander' power.
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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
I submitted a number of pull requests to add missing settitle IDs to the winter event and valentines event badges. If anyone notices any other badges missing settitle IDs, please let me know. -
I ran a few DFBs in early Jan (twice with a team of six, twice with a team of eight), but in both I was using XP boosts. I am happy to parse those logs for the exp gains if that would be of help.
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There are two that are possible rewards for defeating Snaptooth (either Partygoer or Heart of Light/Darkness as shown in my screenshot above) plus another for defeating Snaptooth 5 times. The badge for defeating Snaptooth 5 times could also have been earned during the Winter event.
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One further note about the Scratch/Ganymede missions. If you pre-clear the second mission before inviting someone of the opposite alignment to help with the click at the end, they won't get credit for the mission and won't get the badge (assuming they don't already have it). So you might want to check with them first to see if they need the badge and be willing to reset the mission, if you pre-cleared it.
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As a PSA for folks doing the Ganymede/Scratch missions, soloing the first mission is fine. But if you pre-clear the second mission before inviting someone from the opposite alignment to your team to hop in and click the item at the end, that other person won't get credit for having been on the mission long enough to get their badge. Of course if they already have the badge, it is not an issue, but you might want to check with them to make sure in case they want the badge too.
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Not sure if it is silent, but back when I played on Live (from around launch to around issue 4), there was a 'pew' sound effect when you selected a character and clicked 'Next' or 'Enter' to enter the game. It doesn't make that sound any more and I miss it. You can kinda hear it in this video at the 1:32 mark: Edit: I decided to fix this myself, and posted a zip file and instructions on how to get this sound back.
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Challenge accepted and completed (not by me) several months ago.
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There are also some recipe-rejection badge placeholders that show up via the /settitle command, but aren't currently 'live' badges. They are: Reject Common RecipesReject Uncommon RecipesReject Rare Recipes I have no idea how many rejected recipes it takes to earn each of these, and more importantly I have no idea if these will ever become anything more than placeholders. But, the game currently does keep track of the number of each recipe rejected by rarity. The /settitle IDs for these are 2310, 2311, and 2313, respectively.
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Slash Command for Teleport Prompt ?
AboveTheChemist replied to Andreah's topic in General Discussion
There is a way to control options like that with a slash command. According to Shenanigunner's CoX Tech Guide (page 79-80), there are a couple of ways to toggle that. /option_set PromptTeleportFromTeammates <0/1> /option_toggle PromptTeleportFromTeammates Presumably /option_set PromptTeleportFromTeammates 0 turns the prompt off, and /option_set PromptTeleportFromTeammates 1 turns the prompt on, but I haven't tested it for sure. Unfortunately, I am pretty sure the /option_set commands were broken back in the September patch. At least, the binds I have that used the /option_set command have not worked since then. It might be worth trying with these though just in case. -
I'm not sure if this is as cheap as you are looking for, but I put this build together for about 150 million over the summer. I think it might be slightly more expensive now, to the tune of maybe 175 million. Granted, I am extremely patient when bidding for my builds, placing relatively low bids and waiting sometimes a week or two for them to fill. It'll be more expensive for the less patient. Here's the build. I put it behind spoiler tags to avoid the wall o' text. There are no purples or ATOs, just uncommon and rare sets with a few choice PVP IOs thrown in. It provides 45% fire/cold defense and 90% fire resistance pre-incarnates. I had never had a farmer before and built him simply to see what all the fuss was about. It was a fun process and I am really happy with how he turned out. He can clear +4x8 fire farms with ease, and I use a macro/popmenu to convert inspirations to reds and consume them while I am farming. That plus the odd tap of Consume and/or Healing Flames is all he needs. I didn't include the incarnates I ended up using, but I generally stuck with the ones that would increase either damage or defense. Honestly I have not farmed much with him since getting the incarnates (I just haven't needed the money) so I am sure he's much more effective now than before. I make no claim that this is any kind of special or ultimate build. He does the job, though, and didn't break my bank in the process.
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I still use Ouro often simply because I know the enterbasefrompasscode option will change or go away eventually and I want to ween myself off of it so it's not so hard adjusting once the changes are made. Admittedly, if I get in a pinch and need to be somewhere fast, I hit the macro. Otherwise I stick with the non-exploit methods of travel.
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The 'Bug Hunter' and 'Flames of Prometheus' badges are special case badges. The way KeyboardKitsune has the Badger site set up at the moment, those two badges count towards your character total but not towards the badge counter on the badge collection page. Thus the discrepancy that you see above.
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I can guarantee this 100%, from my logs from just the other night (with color code tags removed for readability). I was converting by rarity, with the intent of landing in a type that would yield a guaranteed uncommon-to-rare conversion by type. 2020-01-13 06:28:53 Maelstrom's Fury: Damage/Endurance successfully converted to Thunderstrike: Damage/Recharge. Just this week I added code to my log parser to automatically compute the number of converters used, and due to cases like the one above where it is otherwise ambiguous whether the conversion was by rarity or by type, I had to generate a warning if the parser couldn't tell which conversion type had taken place. Two-month edit: I was converting this weekend, had this conversion happen, and thought of this thread. I was converting by rarity and it stayed in-set.
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This is basically how I have made inf for the past several months. It is certainly not a fast track to immense wealth, but given that I don't spend a lot as it is, it's a system that provides a decent, steady income with a fairly small amount of time invested. I initially started by crafting and selling anything that looked like it would turn a profit, no matter how small. Then I added converters to the mix to create more profitable IOs. I've advanced one step beyond that and am making an average profit of about 2.5 to 3 million inf per enhancement, and I'm quite happy with that. I store a modest amount of dropped salvage in my SG base and this approach lets me consume that salvage organically while minimizing the amount of salvage I need to purchase from the market (not that there is anything wrong with that!). Once my salvage starts to fill, I just sell off that excess as well. Of the several approaches I have tried for making inf in the market, I find this one suits me the best.
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I don't know of one, but I have not spent much time at all looking for one. This is a topic I am also interested in, and if I can get some time this weekend I may take a peek at the pigg files and see if I can find anything useful there.
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I'll try to make it if I can.