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Ankylosaur

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Everything posted by Ankylosaur

  1. Alice Liddell could use your help at the University library in Croatoa. Wait, was that THE White Rabbit that just ran by? ---- Yes its that Wonderland - ah the joys of public domain content.... Very eager for feedback if you choose to explore Wonderland! It is chock-full of custom mobs, yet the standard mobs that are mixed in can span a large range, so the mission is open to many levels. (A couple trivial quirks, like the White Rabbit does not always flee despite settings) but I think I have found everything.
  2. Sorry to hear you were hospitalized, but glad to hear you are better!
  3. For that you could try escorts you have to rescue who say something when you rescue them, and then make the next flavor contact their destination - with a chain of escorts you take from one to the next - if that can work for you. But I agree that this is the number one AE issue to fix. Number 1 enhancement for me is to bring the new powersets - though I am presuming that is easy because the mechanisms are there for it.
  4. Made more changes - mainly cosmetic and few little refinements, with the exception of mission 2
  5. Was looking for old advice feedback to try to further polish, and came across this from the Mission Handyman. Pretty neat these are still out there somewhere... http://web.archive.org/web/20120904230318/http://boards.cityofheroes.com/showpost.php?p=4349835&postcount=92
  6. It is hard work but rewarding (for me anyway). Part of that may just be how hard it is to get it to work - when you pull off some interesting mechanic, and it works, consistently, you're just thrilled. 🙂 I find if you can populate all of a category something, they tend to show up in the same location. For example, if there is room for one "any" and 2 bosses in the back, and you put in three different bosses marked as back, they each appear in the same location every time. I presume the game engine is essentially reading the text file and loading the back locations in the same order each time which makes that happen. So then if you want to resequence them in page two of your mission, you control who shows up in each of those three spots based on their sequence. Even with that some maps seem to be just quirky or organized oddly and you can't ever get them to quite do what you want. (Looking at you SERAPH Steel Canyon - why is there a front location in the very back room? Why do things marked as front show up in the middle? Argh). Outdoor maps being a single zone are another challenge altogether to do anything unusual with.
  7. If you're still open to submissions, I'll add my latest for your consideration - both are original to Homecoming. #26387 The Genesis & Geneticists of The Coming Hamiggedon - Villainous - 41-54 #27055 The Atlas of the Multiverse - Vigilante (Rogue?) - 46-54
  8. It's a known issue and one I hope gets addressed soon. The closest thing to a work around I have found is having the completion of one goal spawn a boss nearby, and hopefully they are close enough that the player notices the dialogue - but that is rarely practical. But basically, I've just come to accept it. 🙂
  9. Refined and republished the blueside version and added the arc id to the title.
  10. Made several changes to the mobs to reduce the number of plant/mez type powers for the fisticuff-types. Really happy with where they ended up in my tests.
  11. Made some modifications that have made the mission 4 mobs more manageable. I realized I had done something of a bad practice and made many of them all defense (Super Reflexes or Energy Armor) based. In addition to adding another ally, I also tweaked one of the custom named AVs a bit. A little worried they are not enough of a challenge now - but think I am closer to getting the balance right.
  12. Well, I certainly can't think of a way to do it. The best I can think of is to find a map with a small location that has spawns near one another.
  13. A complicated and involved story, as the name suggests, it still feels as creative as ever and great to revisit after so long.
  14. You inspired me to create this:
  15. Dug up the post that got me thinking about this... Mine took a different direction, but the post got me thinking this direction so thanks Marine X!
  16. Bumping this resource as I think I noticed a few newish Hellion/Skulls missions out there and thought the authors might want to expand the level ranges...
  17. Mender Lazarus knows the entire multiverse has ended before and believes only you can prevent it from happening again. Help him prevent the end of the multiverse! SFMA --- This was a combo of a few ideas I already had in the back of my head with one someone mentioned around when Homecoming went live. Its a little cheesy but feels good to have done. As always eagerly open to any and all feedback. Here's some things on my mind: Tips: I put in tips to help players. Do I have too many tips in there? Are they making the player not think? Balance: Worried about the balance of the mobs in mission 4. I did some testing and though you have many AV allies, it was not the breeze I expected. Are the custom mobs too tough? Optional Fights: There are LOADS of AVs in here but most are optional fights. Most missions only require a glowie / destructible object but give you an option to fight lots of mobs/AVs if you want to with support. Is there enough challenge to be fun? Morality: Is Vigilante the right morality setting? Felt like neutral was not right but not sure what is... I think I squashed the most obvious issues, but if you run into any, please let me know.
  18. Moved the arc to my main again, losing some 5 star reviews but gathering it under one account. New arc ID: 25870 Someone has already played it and given it 5 stars - so off to a good start! That player also gave me great feedback and I added some things to provide better direction to players trying to find the Robot Field Testers in mission 1, through both the mission pop-up and the Nav text.
  19. I recently moved it to a new arc ID # to consolidate under one account. Its new ID is 25869 - updated the title of this thread too. The old number had two 5 star reviews - shame to lose those, but what can you do... Old review of this... http://web.archive.org/web/20120905124437/http://boards.cityofheroes.com/showpost.php?p=4353952&postcount=729
  20. Stumbled upon old guides in the way back machine: http://web.archive.org/web/20120905041527/http://boards.cityofheroes.com/showthread.php?t=233077
  21. More details: http://web.archive.org/web/20120905164349/http://boards.cityofheroes.com/showthread.php?t=233538
  22. Thanks for giving it a run through! That's good feedback about the morality not sittign quite right with you. I struggled with the right balance of Soineanu's pursuit of knowledge and fame and how much he cared about making progress for the outcome vs. the recognition. The "For Science" bit was a nod to the awesome Von Grun contact and arcs. Should probably make a pass at the story to make Soineanu's motivations a bit clearer; I'll definitely need to make them a bit clearer for myself I think too first. 🙂
  23. On a semi-related note, in my last arc I played around with using the HTML color codes to color and scale bubble-text of bosses and allies in missions. The AE editor does not support this (via a right click that is) but it did seem to work most of the time if you only used the open tag and not the close tag. I had the need to represent one single being's voice speaking through several different boss enemies and I thought color-coding could help there. Its the "most of the time" that is issue though, which is I am sure why the AE Editor does not officially include it. On testing it worked a lot, but then once in awhile revealed the HTML tag as part of what the person said without coloring it - as far as I could tell without rhyme or reason. I ended up going with All Caps instead and just saying I AM SOANDSO every time, which is not optimal but worked well enough. The lesson for me with the AE is to accept what you cannot change and get creative within those constraints. 🙂
  24. As to item one, if a map doesn’t support it, you just have to get creative. You could use a floor item like a trash can and say they were thrown out or a safe and say he knew they were important so secured them. or a destructible item file cabinet or something completely different - like stealing the files from a destructible item police car on an outdoor map. Alternatively, just using an office building or some other unique map that you can somehow work in is an option. As to 2: no. Workarounds could be that he escaped on his own or with help after you “captured” him, or have him run away early - at say 3/4 health to give him the best chance without him being a required mission objective. To make that work, you probably want to trigger some other required collection item to appear once he is at 3/4 health so the mission doesn’t end before the fight. Of course just because he tries to flee does not mean he succeeds.
  25. Depends on what you mean by helpers and follows. If you want the ally to fight with you, then make sure they are not on follow but rather on aggressive or fight defensively. If you mean you want them to use their powers on you - like heals - then only the first ally you find will do that. On live they added that in an effort to diminish farming.
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