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Ankylosaur

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Everything posted by Ankylosaur

  1. There is a way to have an ally without guards - but he will not patrol. You can kind of do the reverse though. Set the ally AND the map to empty for him to spawn without guards. Alternatively he could just be a friendly boss also set to empty if you don't want him to interact with the character. You can manually populate the map with enemy bosses, patrols, defendable objects, etc If you populate with patrols, because he is already free (as he has no guards) I believe he will fight the patrols that stumble upon him. I think that will work anyway - and may be the best you can do I think.
  2. In things we give Thanks for during Thanksgiving - I've got to give it up to @TerroirNoir2 and this cable channel and Engineeria! And yes - the story continues! Pendragon is still taking advantage of Primal cell phone tech despite his ridiculous gauntlets with Shoom calls or FacemakerTime or the like.
  3. Though I did not write up the rest - enjoyed it! Fun adventure though...
  4. I have a storm/MA (a storm monk) and have to agree. A nice change from the de facto immobilize
  5. And - on the theme of forced spawning - the game will also "tend" to force spawn a mob at one rank lower if it is the only mob and it is trying to put it in a map/ So, if you only have bosses in a custom mob, they will spawn as a single LT if someone is soloing at +0/+0. I have found a single weird quirk where you can get them to spawn at their rank though. If the mob has all ranks (min through boss)- might be a fairly unique circumstance though. The rule seems to be: If you have all ranks available, but only one rank is available at the level of the mission, then it keeps them at their rank. I discovered this by accident with a custom Shivan mob (all are level 15 - 25), but it has the added quirk of the EB Shivan really being available at all levels even though it's not listed that way (because the EB is the pet from Bloody Bay). By putting my custom Shivan mob in a level 50 mission, only the EBs spawned, and they filled the map with 2 EBs in each spawn point. Impractically tough!
  6. Oh and related are the Underling mob type. In my experience these will never spawn on their own except when placed into their own group.
  7. Mollymauk was asking how to spawn Thorn Vines, and I thought I would share this obscure bit of knowledge I worked out. There are some mobs that I think are marked as "Don't Auto Spawn" in their group - just like you can do your custom mobs with a right-click on a character (a related obscure feature). You can't identify them in the UI - they aren't grayed out like in your custom mob. The tell tale sign of course is that if you use the core mob in a map, the "Don't Auto Spawn" mobs will never appear. Usually "Don't Auto Spawn" is used on unique bosses or on mobs that only appear in certain locations. There might actually be two labels like this as I think some might spawn if you use them in a custom group with other characters, but at least with Coralax Warders, the only way to force them to spawn is to put them in a custom group where there are only "Do Not Spawn" characters so the engine is forced to spawn them. Examples of non-unique characters that will not spawn on their own with their core mob: Vines - CoT Coralax Warders - Coralax Lichen - DE Cobra Hatchling? (minion and boss) - Snakes Psychic Clockwork Lord? - Psychic Clockwork EB Shivan - Shivans Possessed Scientist - CoT Anyone find any others?
  8. Always wanted to do a space adventure myself and am thrilled you took it on. Notes as I go through it...
  9. Fun arc! I do wish I could have gotten to see the six-pack in action!
  10. Unquestionably - and they do. Because you're soloing you catch many more things and make the whole thing much more personal and witty to boot. I think was just missing Engineeria... 🙂
  11. Then you can move on to Glints - only three arcs! 🙂 1 - Let Go of My Ego 2 - Beware the Ids that March 3 - Super Ego Maniac So much ahead for Engineeria!
  12. Mollymauk has been going through Glimmers, which is so great to see! But I wonder if he will lap Engineria!!! I propose you just burn through the last three and treat it like a single Engineeria episode. Oh... The Antici...
  13. The only consistent way to get most things to be single, or boss-only in this case, is to make the map empty, AND the allies/guards empty, in my experience. So then you have to get creative with how you populate if you don't want every encounter to have a boss. Usually that is a combo of destructible objects and patrols but ymmv
  14. It's definitely missing the wit and tongue in cheek of Fallout. And since Bethesda bought that property, it stands to reason that does not naturally come from them. (Skyrim isn't funny for example.) There's a few things, like the "Chunks" brand of food, but not much. Outer Worlds (by the New Vegas folk) captured some of that within the space genre as you say. But somehow I left Outer Worlds feeling like I should have liked it a whole lot more than I did - I liked it, but was a little flat on it I think because it felt a little like Fallout in space with the humor. I may dust it off and give it another spin - I hear they updated the graphics. But combat-wise Starfield feels right on par with Fallout as it feels like it's pretty much the same engine. Melee has always been terrible there IMHO, but it's got more combat action to it than CoH since you can't just tab. 🙂 Again though - not why I play. I chose one of my traits as a Neon Street Rat so did what I could to figure out how to get to Neon City right away. May have influenced my play through - leaving the shining spires of New Atlantis. I think it would have been better to let you start in one of the three big locations and, like Fallout, force you to pick a faction - coming upon Constellation after you have made a bit of a name for yourself. By my level, it does feel a little weird that I am a Captain in the United Colonies, a Ranger in the Freestar Collective and a covert operative for Ryujin Industries - seems at odds with one another. (Actually struggled role-play-wise to bother to do the other faction stories for awhile because of that - but decided a Ryujin covert operative would definitely like to work her way into the United Colonies and Freestar Collective ranks if she could 🙂 ). Some of the amazing things are in the open world platform they created. Things like lighting affected by a combo of atmosphere and weather, planet tilt and location etc. And though this is reiterating what I said above, parts of it are obviously unfinished and will come in the form of DLCs - like outposts and at least one group you hear a lot about but have nothing specific to do with or against them. I wish there were a Mission Architect that could let me plop stories into with prefabbed outposts that I can place on the thousand worlds. 🙂
  15. Yeah - that's the piloting skill. I was late to discover that but it's critical. Take it early. Skills require mastery of that level before you can level them again, which is a good concept - so taking anything you want to gain multiple levels with is better to do early so the leveling of the skill has the requirements out of the way when you are ready to spend a point on it. And if you want to fly the bigger ships - you need piloting. I also leveled up Ship Design because I really enjoyed crafting ships. I did not take over many ships. Several core arcs give you some pretty good free ones. Late late late game I found a Va Runn Prophecy II landed on a planet I was surveying (Serpentis IV) and it was a breeze to take it over. Became an anchor for my toughest ship though I modified it extensively (since it's ugly) and I loaded it up with auto-turrets. 🙂 Story-wise and creative-mission-wise, I think the United Colonies vs Crimson Fleet and the Ryujin faction arc were my personal favs. I did like a particular couple of missions in the main arc where you uncover some stuff with Nasa too but don't want to say much here. The Crucible was a cool one too with some interesting after-effects - frankly a few more star treky, self-contained, "let's drop in on this world and see what's going on here" missions would be welcome. And the Paradisio First Contact one was a great concept but was not especially complicated or involved to work through. YMMV
  16. So I've put a ton of time into it and enjoyed it. If you have played a Bethesda game then it will instantly be familiar with things like their quest formats, dialog trees, companions and affinity, combat, research and crafting, etc. I've completed all the faction quests and pretty much every activity I could find. There's essentially infinite missions between mission boards and just dropping out of space at some randomly generated civilian outpost and encountering their latest issue, but like radio missions they are of minimal consequence. There's some fun little random encounters - like the grandma just touring around space in retirement, or a trader with a pet 8-eyed lizard who landed on the same planet I was exploring. The story is ok, interesting enough but not incredible - but I mean - what could anyone expect here? Gameplay-wise it's kind of clever but without being specific because of spoilers, the whole New Game+ path it unlocks seems antithetical to how people actually play Bethesda games. So that's an odd story choice, but after trying New Game+ I just went back to an earlier save and continued without finishing that quest line. The worlds and key locations are great though and well thought out and give you lots to do. Surveying planets is ok, though a little repetitive. It's kind of nice soothing to stroll a new planet cataloging things, well the non-violent things. I have not invested in surveying skills though, and suspect it could be much quicker going if I did. The variety of plants and animals and landscapes is impressive. (The variety of unique planetary "traits" - special locations you discover - less so). It's clear there are big pieces that are yet to come. Outposts are all but pointless and eminently dull - clearly a shell they will build upon, as there are hooks about colonies and more. I was hoping for something more like the amazing Sim Settlments mod on Fallout 4, but maybe its coming. Similarly, there are obvious story elements that point to high end content yet to come. Unlike outposts - crafting your ships is fun. (Invest in the piloting skill!). I have so much money from just doing the core quests that registering the ships is nbd and you are even given several through the quest lines (even a very expensive C class). It's been fun working out how to use the quirky system and to discover the unique ship parts at the different staryards/brands that let you make something unique. Have a big ole crew of 9 on one of my 3 C class ships. Pretty much nothing can stand up to them now. Even took out the 2 big sort of "boss" ships with em. (Though I have 3 different C class ships they have a similar weapon build out). I wish you had more control over ship interiors, but I guess homes/apartments and outposts are for those that want to lay things out in detail. Combat is as good and bad as any Bethesda game - but it's not the reason I play. Honestly, other than the initial point in stealth and lasers I got from my starting "class" (cyberneticist), and one point in booster packs just to use them, I have put 0 points in combat and am in my 60s. Space combat is fun, and I saw one thread about how playing purely as a space sim - stopping nowhere but space stations - made for a fun play through. I could see that if you did not care about the main plots, but it would get a tad repetative. Managing inventory, as always with Bethesda, is a big burden. There is so much you can take, but only so much you can carry, on yourself or even in your cargo hold. You do have a few infinite storage spots but have to travel to them. The contraband thing and shielded cargo holds is a nice little twist for someone who wants to do a bit more of a redside play through and join the Crimson Fleet pirates. The pure Diplomacy, Manipulation route would be hard to pull off - but being good in convos definitely unlocks some things. I maxed out diplomacy and definitely enjoyed swinging convos my way. Go in with the right expectations and you'll have a good time. But as vast as it is - there is definitely more to come.
  17. One thing I have done with this - and it takes some real finagling - is escorts without people around them. they auto-complete to so you put their nav text in the thing they are going to. They would then leave when they arrive at their destination, to be spawned again later. See the first mission in All That Glitters 3.2 to see what I mean. its similar to what frozen burn mentioned above Much simpler. You can just have them as bosses without any mobs around them set as an ally. Won't be your "ally," and follow you, but they will be on your side when the baddies do arrive. And really - they're individuals so why would they follow you anyway. 🙂 I'd probably put your five boss allies in the front and middle Make Citadel an escort in the middle with something he wants you to click in the back - the objective on the glowie would be something like (Meet Citadel then click the glowie). The reason for the escort is he can say something when you meet him and something when you reach the glowie The baddies spawn when you click the glowie in the back. I would also make the baddies attacking 6 non required defendable objects in in the front and mid to load the base up with extra baddies since your boss allies will be around to take some of them on.
  18. Oh - and the multi-pet controller thing. That was always fun! Getting your recharge high enough to get out 3 singularities or 9-12 imps - great stuff.
  19. I remember when Kheldians were new, someone on Pinnacle started up an all Kheldian SG. It did not last long, and I think I even inherited the base. But early on, when trying to level, it was fun traveling in a group of 8 Novas, sweeping the original Faultline since we could actually navigate it. Oh and the early Quantums and Crystal shards were nasty...
  20. I don't think I have anything nearly as witty as the OG. Love it! My head canon is based on my AE stories, so sharing them reveals spoilers, but if you have not tried them by now, I am not sure these spoilers will hurt you. 🙂 The closest I have is a running gag with Duke Mordrogar who is convinced he could control demons. Really, it was his Hellion "Girlfriend from Hell," "Duchess Mordrogar" who tried to unleash Bat'zul with him, but has since left him. You encounter him all over the place trying to summon demons unsuccessfully. Usually he's been trapped by them, and will willingly ally with you to get out of there alive.
  21. Ah! Another story idea!:-) I'm sure the Television would have pointed point of view...
  22. So, in the back of my mind I had a few things nagging at me to do something about them... Two arcs I liked that I removed from All That Glitters to tighten that up. Good interesting missions/encounters - just a little superfluous to that story. A Praetorian mob that clearly has a presence based on the Mr. G arc, that I never leveraged in my "All That" series - The Syndicate. An idea to fit Rikti Monkeys into a little story. I give you Monkey Business 1: Hunky Monkeys Monkey Business 2: Funky Monkeys If you played the All That Glitters arcs set in St. Martial and the RWZ in their previous incarnation, some of this will be familiar, but there are new mobs, and a new story unpinning all of it, and nary a Gold Bricker or Mook to be seen throughout.
  23. I'd suggest also putting the notes about the other arcs in the Souvenir Clue to help the person find the arc names/ids later. Good luck!
  24. A funny state to be in. Dev's Choice, Hall of Fame - 0 plays. 🙂 In updating it I did minimally updated a few mob's powers. For example, the Rocking Horse Fly now is music control rather than sonic to better emphasize the "Rocking" (its two puns for the price of one.)
  25. 😞 Clicked the wrong button. Then confirmed it. Sadly, I went to edit this Dev's choice arc, and knowing I would have to confirm that I wanted to edit a Dev's choice and risk losing that Dev's choice by clicking OK in a dialog box, I clicked OK without paying any attention. I was going to add a suggestion at the end from the main character, who is a Librarian, to try out Adventures in Neverland and Adventures in Oz since those have had only handful of plays when they first launched. And gone are the 787 reviews and 5 stars, eliminating the benefit of suggesting people try something else if they found this one, because they won't ever find this one. 🙂 Adding to it, the version I have locally is not up to date. it's not that far off, at least I think it's not, there's no way to know! 🙂 At least the updated characters are in their custom mobs so not that hard to rebuild. The GMs will kindly reinstate its Dev's Choice status when I republish. Oh well, back down the rabbit hole...
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