Fleeting Whisper

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  1. [ QUOTE ]
    From the FAQ:

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    We have language filters that check for bad words and won’t let you publish them until you remove them.

    [/ QUOTE ]

    Can we please get a list of the "bad words"? I know that stuff like cursing will be out, that's obvious.

    [/ QUOTE ]If I had to guess (and I do), I'd say the language filter that's already in the game. For obvious reasons, I can't post the full list here, and not only because it's extremely long.
  2. [ QUOTE ]
    Will we be able to use things like "put out fire" [as in Steel Canyon] or "stop the arson" [as in Safeguards]?

    [/ QUOTE ]Well the Steel Canyon fires are just enemies that can only be defeated with fire extinguishers or Cold powers; if you can spawn a Fire enemy, you could make defeating them an objective, I suppose.

    The arson side mission is just a glowie click, really.
  3. [ QUOTE ]
    I may have missed it.

    I know we'll be able to play MS arcs co-op.

    Will we also be able to simply play cross faction?

    That is, will Heros be able to play Villain stories without having to team with Villains, and vice versa?

    [/ QUOTE ]Yes
  4. [ QUOTE ]
    I have one question...

    Is it possible to set up An AV level critter that works like a Nictus Crystal?

    [/ QUOTE ]Probably not. Since custom enemies use the player creator (can't custom-make a crystal), and we can't edit existing critters (make a crystal AV-class).
  5. [ QUOTE ]
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    As for whether CoH really is the first MMORPG to have player generated content, I have no idea. I assume that if they say they are, then they are. Its almost certainly the most popular MMORPG to have PGC.

    [/ QUOTE ]

    Furcadia and Runescape (is it Runescape?), AFAIK, already have player-created content (is Runescape even still around)? Furcadia's is actually quite robust, including a full scripting language.

    I agree that NWN is not an MMO, though.

    [/ QUOTE ]Runescape does not have player created content, unless you count fansites. I suppose, since the entire game is a Java applet, someone could decompile it and create their own version with changes. I know I've decompiled Runescape before (before it started using true 3D graphics).

    Second Life has a lot of player generated stuff, including Linden Scripting Language, though I'd hesitate to call it an MMO, or even an RPG...
  6. [ QUOTE ]
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    You have stated that you could care less about the MA except in how it can help you get Badges. Well, apparently you believe that it is not going to help you.

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    That's right. There's nothing there for me.

    [/ QUOTE ]Have you considered that maybe MA will come with a boatload of new badges related to MA, as the devs so often like to do with a new issue release?

    [/ QUOTE ]

    I kinda hope not. There's enough badges already. Lets get the new mission/story content out, get the MA running and more fixes.

    [/ QUOTE ]Can I have all your badge progress when your hope gets crushed?
  7. [ QUOTE ]
    If the imperative is to eliminate farming, then why allow Ouroboros, or Mission Resets

    [/ QUOTE ]Mission resets are not a game feature, they are a side effect of memory management.
  8. [ QUOTE ]
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    You have stated that you could care less about the MA except in how it can help you get Badges. Well, apparently you believe that it is not going to help you.

    [/ QUOTE ]

    That's right. There's nothing there for me.

    [/ QUOTE ]Have you considered that maybe MA will come with a boatload of new badges related to MA, as the devs so often like to do with a new issue release?
  9. [ QUOTE ]
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    Only exp is shared between pactmates, pactmates are always the same level, and at 50 there is not more experience to gain. What's the harm in breaking your pact when you're 50, again?

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    Surprisingly, inf is always evenly divided between pact mates.

    [/ QUOTE ]Hmm, really? All the official information I recall says it was just xp that's split, and the wiki specifically says inf and prestige are not split.
  10. [ QUOTE ]
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    The kind of changes I would likely want to make would cause a lot more alienation amongst the playerbase.

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    Which is why I gather that they're not doing that.

    [/ QUOTE ]
    Maybe. None of us have a bug under the developer's break room table understanding what their true motivations are.

    [/ QUOTE ]I think it's fairly safe to say that features which "would cause a lot more alienation amongst the playerbase" are rarely being considered.

    (Insert GDN/ED/PvP joke here)
  11. [ QUOTE ]
    Level Pact: Pacted players that reach level 50 and maximum experience will continue to see pact messages. ** (Workaround: To correct these messaging players will need to break the pact. Players that break the pact will not be able to re-pact, so please make this choice wisely we will be addressing this messaging error in a future update)

    [/ QUOTE ]Wouldn't someone in a pact at 50 have their pactmate also at 50, in which case it doesn't matter whether they're in a pact or not...?

    Only exp is shared between pactmates, pactmates are always the same level, and at 50 there is not more experience to gain. What's the harm in breaking your pact when you're 50, again?
  12. I avoided posting it in the OP because some of them are long, and stretch the forums (as well as there being a lot of them)

    I think I'll make it available as a download.

    Edit:
    Original quickchat.mnu file
  13. [ QUOTE ]
    Do we know what the main game menu is called? It almost has to be definable in there given how that menu behaves.

    [/ QUOTE ]I have no idea. If other popup menus in the game can be similarly customized (and it seems they're constructed similarly, so it's possible), I'd love to know. If anyone discovers how to access the other menus, I'll gladly add the info to this guide and credit ya!
  14. Do you mean in the same way as /bindloadfile? No, there's no way to do that. The customized QuickChat Menu is made with an external file that the game will load when you launch it.
  15. [ QUOTE ]
    Great guide! Do the menu options accept commands that aren't emotes or speech, e.g. pow_exec_name?

    [/ QUOTE ]Yes. Anything you can type into the chat bar will work in the QuickChat Menu. If you can make a bind or macro out of it, you can make a QuickChat Menu Option out of it.
  16. Customizing the QuickChat Menu

    Contents
    1. "What the heck is the QuickChat Menu?"
    2. Setting up your data directory
    3. QuickChat syntax
    4. Other notes
    5. The default QuickChat file



    "What the heck is the QuickChat Menu?"
    The QuickChat Menu is the popup menu that appears when you click on the speech bubble by the bottom of your chat window (or, using default keybindings, press the apostrophe (') key). It contains a number of emotes and bits of text you can say with the click of a button, rather than typing out a sentence or emote command. If you're no good at remembering what emotes are availabe, or if you're letting your kid play and want to limit their ability to interact with others on the internet, it can be a useful tool. This guide is going to expand its usefulness by allowing you to customize what's available in the menu.



    Setting up your data directory
    You need one file in order to customize the QuickChat Menu. Assuming you've installed City of Heroes to its default directory, that file is:
    C:\Program Files\City of Heroes\data\texts\English\Menus\quickchat.mnu

    ChineseTraditional, French, German, Japanese, Korean, or uk can be used in place of English, though you'd need to be playing the appropriate language client to get use out of a different directory.

    This directory is a must, because City of Heroes is going to look for the MNU file in data\texts\English\Menus, and if it's not found there, it'll use the default file built into the game.



    QuickChat Symtax
    quickchat.mnu is a simple text file, so open it in your favorite text editor (such as Notepad). Paste the following code into the empty file:
    Menu QuickChat
    {

    }
    Between those curly brackets is where you will build your menu, and you'll do it using the following commands:
    • Menu
    • Title
    • Divider
    • Option
    • LockedOption

    Menu syntax:
    Menu MenuName
    {
    ...
    }
    This will create a sub-menu within your menu. MenuName will be the text displayed on-screen; if you want to include a space, enclose the name in quotes. Any of the four commands can be placed within the curly brackets. (So, you can make sub-sub-menus, etc.)

    Title syntax:
    Title TitleName
    This will create non-selectable text in your menu, used to label a section of it, or to label the entire thing. Like with Menu, you can include spaces if you enclose it in quotes.

    The Title is completely optional, and you can include multiple Titles in a single Menu.

    Divider syntax:
    Divider
    This will add a divider line to your menu. Much like Title, but a line image rather than text.

    Option syntax:
    Option OptionName OptionCommand
    Finally, the menu command that will let you actually do things. As before, OptionName is what will show up in your menu, and you can include spaces by enclosing it in quotes. OptionCommand can be any slash command, used in the same way as a bind or macro. You can even do multiple commands by separating them with $$, just like a bind or macro. (See another guide for instructions on how to make macros and binds; that is outside the scope of this guide) If you include spaces, again, you must enclose it in quotes.

    Option, OptionName, and OptionCommand must all be on the same line. Failure to do so will break the menu's functionality as the game's parser tries (and, usually, fails miserably) to recover. Your gameplay will not be affected, but you won't be able to properly use the menu.

    LockedOption syntax:
    LockedOption
    {
    DisplayName OptionName
    Command OptionCommand
    Authbit AuthIdentifiers
    Badge BadgeIdentifiers
    RewardToken RewardIdentifiers
    StoreProduct ProductIdentifiers
    }
    Here, OptionName and OptionCommand work exactly as in the Option syntax, above. LockedOption allows you to create an option which, under certain conditions, is grayed out and unavailable. That condition is specified with either Authbit, Badge, RewardToken, or StoreProduct. You only need one, but you can use multiple.

    Authbit checks some state of your account:
    • RogueAccess: Purchased Going Rogue
    • RogueCompleteBox: Purchased Going Rogue Complete Collection
    • CyborgPack: Purchased Super Booster I: Cyborg
    • MagicPack: Purchased Super Booster II: Magic
    • SuperSciencePack: Purchased Super Booster III: Superscience
    • MutantPack: Purchased Super Booster IV: Mutant
    • MartialArtsPack: Purchased Super Booster V: Martial Arts
    • WeddingPack: Puchased the Wedding Pack

    Badge checks whether you've earned a certain badge. For example:
    • CouncilRobotBadge: Burkholder's Bane
    • StMartialTour1: Johnny's Go To Guy
    • SnowflakeEmoteBadge: Invisible badge gained from the Candy Keeper during the Winter Event
    • MayhemOutlaw: Outlaw
    • ArchitectAccolade: Mission Engineer

    RewardToken checks that you've earned a specific reward, and StoreProduct checks against a purchase in the store.

    Listing multiple identifiers for any of the checks produces a logical OR: Badge CouncilRobotBadge StMartialTour1 means "Burkholder's Bane badge OR Johnny's Go To Guy badge".

    List of badge names
    List of invisible badge names



    In addition to the basic syntax, you can include an ampersand (&) in front of one of the letters of either MenuName or OptionName to make that letter a mnemonic for the Menu or Option. Rather than clicking the Menu or Option with your mouse, you can instead type the specified letter on your keyboard. (Example: If you have a Menu "Com&bat" in your QuickChat, you can type "'b" to open the Combat menu. If the Combat menu has an option "&Attack", typing "'ba" will execute the Attack option)



    Other Notes
    If you make changes to quickchat.mnu, you must exit the game completely before seeing the changes take effect.

    The QuickChat Menu will be the same across all of your characters.

    You can include comments using a double forward slash (//). Any text following the double forward slash until the end of the line will be ignored completely.



    The default QuickChat file
    Download link
    The original file includes some comments and example menus, as well as the original QuickChat Menu used by the game.
  17. [ QUOTE ]
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    All I can say is that if there is a mission in which Sister Flame is in danger and must be rescued, only about 700,000 heroes would immediately respond.

    [/ QUOTE ]

    I could see it now:

    [Minion] Uhm...sir?

    [AV] Why are you pestering me? Don't you know that I'll eviscerate you with a white hot paperclip if you anger me?

    [Minion] But sir...you have "company".

    [AV] So it's a Sister Flame rescue attempt eh? Which heroes? Who do I get to trounce on today?

    [Minion] Uh...All of them?

    *Pan out as the wall to the Lair Of Evil simply evaporates revealing legions of heroes stretching back to the horizon*

    [AV] *BLEEP* ME!

    [Heroes] That's kinda what we had in mind.

    [AV] Not the face! Not the face! AUUGH!

    [Sister Flame] Wow! He went down faster than Hamidon during a Virtue nuke-fest!

    [Positot] Okay! Let's go have fun now! More Frostfire!

    [Frostfire] But I'm not equipped to handle that many people!

    [BabyMage] Sucks to be you don't it?

    [Hero 2] ICE SLIDES NAO!

    [Frostfire] *Whimper*

    [/ QUOTE ]Bwahaha, awesome
  18. People used to TP Foe her onto land, too. She can't be teleported any more, and I don't think she'll swim out of the water any more, either.
  19. [ QUOTE ]
    That's exactly it. You are keeping Sally from being taken over by the Red Caps. Just hit her with brawl. There is no way brawl will actually hurt her.

    [/ QUOTE ]I prefer My Suggestion
  20. [ QUOTE ]
    Being a fresh 8, I'm amazed at the ideas she came up with.

    [/ QUOTE ]You should've heard some of the stories I told my parents when I was 8

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    It was like watching someone chat with the old Eliza chat program.

    [/ QUOTE ]Haha, brilliant!
  21. [ QUOTE ]
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    Hmm, do my eyes decieve me? Is there nothing new?
    (No problem if there isnt)

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    It does look that way. I'm not exactly disappointed, but I'm a little surprised. The Halloween and Winter events both got significant upgrades. Maybe there is a surprise in store for us?

    [/ QUOTE ]Well, there's some change, at least. We know that each time you take the mission from DJZ, there's an extra part of the mission title that changes each time (Like "Yes, Again", "We really mean it", etc.), and the reward window now includes inspirations for those that have run out of rewards to get.

    This being from characters that still have the mission from previous events.
  22. [ QUOTE ]
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    Also, what's next? Stamina at level 6 for the 72 month? Without having to take health and swift or hurdle

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    I call “Straw man” on this one.

    [/ QUOTE ]That's slippery slope. Learn yer fallacies. Not everything is a straw man.
  23. [ QUOTE ]
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    this is the exact same feeling that all the pvp people felt when I13 was dropped in our laps.

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    I've been very quiet on the PVP front because I rarely PVP. This doesn't mean I don't fully understand your frustration. A few major base changes (the removal of base salvage for instance) were not even given the option of being tested. So I fully sympathize with you. However both the PVP changes and the Base changes were a part of the patch notes before Issue 13 was released.

    [/ QUOTE ]Hmm, I kinda wonder what the base changes they pulled out of I13 were due to internal testing deciding it was unfun.
  24. [ QUOTE ]
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    That's actually old news........

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    Really? Because I remember being told that our created missions wouldn't become canon. I'm pretty sure the Dev's Choice thing isn't the same as our missions becoming canon.

    I could be wrong, though.

    [/ QUOTE ]

    Dev's choice doesn't make it canon, and I'm sure if you come up with something that contradicts what they've got in their bible, the bible will stand. But if someone has an interesting take on something that they just never filled out either in game, in the bible, or in their mind...they'll adopt it.

    [/ QUOTE ]It was hinted at by Hero 1 a while ago when someone asked him about the Coralax storyline, but I don't think it's been flat-out said until now.