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Everything posted by AboveTheChemist
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If you need known examples, to check, I bumped a bug thread at this link wherein some other folks and I compiled a lot of examples we found.
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Market Bug: Different Items are sharing sales history.
AboveTheChemist replied to Adeon Hawkwood's topic in Bug Reports
From the March 12 patch notes: 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. -
Auction House (/AH) price refresh seems less effective.
AboveTheChemist replied to Yomo Kimyata's topic in Bug Reports
That is the 'dual price list' bug that I elaborated upon upthread at this post. -
Auction House (/AH) price refresh seems less effective.
AboveTheChemist replied to Yomo Kimyata's topic in Bug Reports
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. -
Auction House (/AH) price refresh seems less effective.
AboveTheChemist replied to Yomo Kimyata's topic in Bug Reports
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. -
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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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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Removal of all base lists
AboveTheChemist replied to thunderforce's topic in Unofficial Homecoming Wiki's Forum
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! -
Shortening long list pages with Tables
AboveTheChemist replied to Mathew322's topic in Unofficial Homecoming Wiki's Forum
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! -
Removal of all base lists
AboveTheChemist replied to thunderforce's topic in Unofficial Homecoming Wiki's Forum
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. -
Optimal badge/plaque collection path maps
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
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! -
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.
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tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
It says in the help file that: 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. It states quite clearly in the help file to: -
Auction House (/AH) price refresh seems less effective.
AboveTheChemist replied to Yomo Kimyata's topic in Bug Reports
It is one of the two observed variants of the display bug. Yomo explained it on the previous page thusly: I also explained it in the older thread that I linked earlier, under the name of 'dual price list' bug. 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. -
tracker Badger - CoH Badge Tracker Website
AboveTheChemist replied to KeyboardKitsune's topic in Badges
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. I'll quote from my previous post a few posts up: 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. -
Auction House (/AH) price refresh seems less effective.
AboveTheChemist replied to Yomo Kimyata's topic in Bug Reports
Sszl posted while I was typing this up, but from from today's patch notes: 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. -
Vidiotmaps for Homecoming
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
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. 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! -
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.
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Auction House (/AH) price refresh seems less effective.
AboveTheChemist replied to Yomo Kimyata's topic in Bug Reports
I wouldn't dare call it comprehensive, but once upon a time a few others and I did try to compile all the market bug examples we saw into one thread: https://forums.homecomingservers.com/topic/5803-market-bug-different-items-are-sharing-sales-history/ -
Final Draft of the New Options Page
AboveTheChemist replied to BlackSpectre's topic in Unofficial Homecoming Wiki's Forum
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. -
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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Vidiotmaps for Homecoming
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
In your previous post, you stated: If it cleared as you moved around the map, it's 'fog of war'. It's not normal 'fog of war', which is translucent, but it's 'fog of war' nonetheless. I recommend you post to one or both of the two bug threads I linked, as your problem matches the bug described therein exactly. Again, your issue isn't related to vidiotmaps. -
Vidiotmaps for Homecoming
AboveTheChemist replied to AboveTheChemist's topic in Tools, Utilities & Downloads
Vidiotmaps and the 'fog of war' have nothing to do with one another. There have been at least two prior bug reports about this issue in the Bug Reports forum, based on a cursory search. I'd recommend posting your observations in one or both of those: https://forums.homecomingservers.com/topic/41581-atlas-zone-map-not-showing-up/ https://forums.homecomingservers.com/topic/30543-map-has-black-fog-of-war/ Also, as far as I know the 'fog of war' files are stored by character. So, if you log a character on, uncover some fog, and then log off, look in the folder with the 'fog of war' files and the most recently modified file will be the one that belongs to the character that was just played. -
Mini-Map Marker that tells you where you entered a map.
AboveTheChemist replied to Sunsette's topic in Suggestions & Feedback
If I understand what you are saying, no it is not practical. Indoor maps like caves and offices are generated by piecing together smaller maps, and there isn't any way to know reliably which smaller map contains the entrance. So even if it wasn't a monumental effort to try to put red dots on all those smaller maps, most of the time the dots would just be in random places, and not the actual entrance.