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Probably because the game is very old, naive questions or behaviors by your friends may be perceived negatively by other veteran players. I am sorry to hear that, though.
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Probably because teleportation devices are common and cheap in this universe. Heck, their vendors could also send their wares this way. Player's effort for coming in person to sell their enhancements is appreciated, of course.
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38 minutes ago, Techwright said: Do we have any canon statement that the Rogue Islands are recognized as sovereign, even by a limited number of countries? There is a historical monument in Warburg about an extortive 'treaty' with Paragon City in 1982. However, the treaty is between Rogue Isles and Paragon City (instead of the US and the Arachnos nation, for example), which means the conflict is probably domestic in nature. The UN probably acted as a mediator of some kind. I believe that's why neither the UN nor NATO could intervene in the conflict, and the US doesn't want to escalate the conflict and risk a civil war. However, my headcanon falls apart in Dimitry's arc. No way the Russian Federation let its forces enter a disputed territory like that under any circumstances unless they want to provoke war with the US.
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Your Main Hero v Your Main Villain - Who’d win in a fight?
huang3721 replied to CaptTastic's topic in General Discussion
The problem is finding a way to put them in the same place (and time). My Praetorians never left their dimension. My vigilantes were no longer active when the Rikti came. (They would have celebrated their 50th anniversary if the Rikti hadn't wrecked their house.) My villain left Rouge Isles to retire somewhere in Asia before the meteor struck, while my heroes went active only after the incident. Maybe a series of contrived coincidences involving time travel shenanigans? That would be poor storytelling, though. -
It's another post about confusing limits. Outdoor maps usually have many detail slots. For example, we have the Neutropolis neighborhood below. It has 33 allowed any detail type (33 Front, 33 Back). My hunch was I could put 33 + 33 details there. I couldn't. When I put 34 patrols, for example, I get errors: Maybe it should be "33 allowed any detail type (Front & Back)". Also, notice the second error message. It turns out, there is also a detail limit for each mission, similar to the ambush limit.
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Stalking the Detectives [ID: 63026] Heroic/Vigilante
huang3721 replied to cranebump's topic in Mission Architect
No need. It's good. The way I see it, the third mission rewards people for fighting the mobs instead of merely sneaking around. I was caught off guard when I couldn't find Rogers. Luckily, I ran the mission properly instead of sneaking around using target_name. -
Stalking the Detectives [ID: 63026] Heroic/Vigilante
huang3721 replied to cranebump's topic in Mission Architect
Usually, I'd use triggers to limit the number of available objectives on the nav window. But, in this story, spamming the nav window works great. -
Stalking the Detectives [ID: 63026] Heroic/Vigilante
huang3721 replied to cranebump's topic in Mission Architect
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Adding hundreds of custom critters into a group
huang3721 replied to huang3721's topic in Mission Architect
Judging from the file structure, it's across the whole story arc. For some reason, a published story can't have more than 380 toons, even though an unpublished 540 toons mission arc (from my local hard disk) will run just fine. -
Adding hundreds of custom critters into a group
huang3721 replied to huang3721's topic in Mission Architect
It seems the publish limit is 380 characters. Publishing an arc with more than 380 characters in a group (381 toons, for example) will cause the game to disconnect. I tried to create two groups to sidestep the limitation. The first group contains 380 toons, and the second contains the rest of my toons. It also didn't work. These screenshots are the size of my single-mission test story arc with 380 custom characters (ID: 62979). -
New Mission: Steel Shadows: Praetor's Gambit Part 1
huang3721 replied to Morrigna's topic in Mission Architect
Apologies for the delayed response. Using clues to tell a story is a good idea. However, there is a catch: the author must keep track of multiple pieces of text in different locations. When combined with the AE's weird UI, errors can slip through. Errors like duplicated entries (Higgin's disk clue) or text abruptly cut off (download Aegis reward text) are common. As for the suggestion, keep writing your story as long as you have time. Doing more parts only if the first one goes well may cause your character's story to remain unfinished. Adding a quote from Scott McCloud, "Write what you want to read. You'll have more fun doing it - and if all else fails, you'll always have at least one loyal reader". -
Adding hundreds of custom critters into a group
huang3721 replied to huang3721's topic in Mission Architect
I found out yesterday that, yes, things crashed. Despite the story running smoothly during testing, uploading it was problematic. The server kept forcibly disconnecting me whenever I tried to publish the thing. Perhaps the file size was too large. So, I cut the number of toons from 540 to 180. The game accepted the revised file. I guess the maximum size limit is not 100 kB. It seems to be much lower than that in reality. -
Anyone else want to just...hang out with Dean MacArthur?
huang3721 replied to Zhym's topic in Mission Architect
I suggest using Lucky Six Casino because it has a small bar (Unique Maps > Casinos > Lucky Six). Set the enemy group to empty. Then, set Dean as an escort (you'll need a custom critter of Dean if he's unavailable in the standard critter list). An escort has more dialogues than an ally or a rescue detail (inactive, rescued, and arrived at the destination). Don't forget to set his arrived behavior to follow. The default setting will force Dean to leave you when he reaches his destination, ruining the dinner. The question is how to make it work. Lucky Six Casino only supports one non-violent detail, which we've already spent on Dean. The other two are for boss, ambush, and patrol. The Casino also supports 11 collectibles. Maybe set them so that when you collect something, the game writes a dialog in the clue tab (?) Anyway, good luck with the dinner.- 1 reply
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Adding hundreds of custom critters into a group
huang3721 replied to huang3721's topic in Mission Architect
True that. Seeing all of the hard work ruined is beyond annoying. When creating characters for Daughters of Gaia, I encountered a bug where the game increased my toon's height to maximum and randomly assigned colors to her costume. It happened when I went back and forth between body and costume tabs while editing my custom character. My hunch is that these errors in *.critter files add up and eventually ruin the villain group and the story arc they are attached to. -
I make a custom group where each member has a different name. I also slightly vary their height and their color. The group has 54 bosses, 162 lieutenants, and 324 minions. In total, there are 540 toons. Yet, it only takes about 63% of the size limit. I was going to squeeze another 230 toons into the group (770 characters for a 90% size limit). Unfortunately, the interface lagged after I added the group to my story. Adding or editing each character in the text box takes a full second; typing "Thank you for rescuing me, $name!" quickly became a nightmare. The mission itself went smoothly. As far as I know, there were no weird changes in costumes or colors. So, in a practical sense, there is no need to worry about the size limit unless you include hundreds of unique toons in your story.