The_Demon_Hunter

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  1. Quote:
    Originally Posted by CaptA View Post
    What are your graphics settings? If you aren't cranked up to a certain point you won't see much.
    My graphics settings are cranked up into Ultra Mode, using 4GB of RAM and a 1GB NVIDIA 8600 GT card. It's not all the way up, but it's still well above where it was pre-i17.

    Quote:
    Originally Posted by Kranik View Post
    I had this happen to me 10 or so days ago. It had zero to do with any graphics settings on my system the Slow Field just appeared as more of a fog than anything. I checked it today and it was back to normal, no changes on my part, it was just 'fixed'.
    Hopefully it will somehow be magically "fixed" for me then. And yeah, I'd agree that it looked more like a fog or mist than water. Good description.


    Thanks for both of your replies. Hopefully this will clear up... or become less clear.... soon!
  2. Okay I just got around to crafting and placing 15 Slow Fields in the sewers surrounding Web-Spinner's Amazing Friends base to help give the sewage some semblance of fluidity. I've used these before in bases to help give a water look to pools, as have most of us, I think.

    In the recent upgrades/changes of i17m we saw that Slow Fields were messed up. Tonight when I placed the Slow Fields though, the fields showed as being nearly transparent with not much of a water effect to it, at least not compared to how they used to be from my memory. Is anyone else noticing the same thing?
  3. Quote:
    Originally Posted by Bonker View Post
    [color=gold][size=3]
    Base 10, 2,225k. Our final example. 10 porters, 20 beacons, med bay, no workshop. All on the 8x8 (rent-free) plot size.
    Just a correction here. Rent-free plot sizes no longer exist. Rent is calculated based on the total of certain items, not plot size, which was changed back in the big base cost overhaul in Issue 13. Technically one could have a max-size plot and still pay no rent.

    I'll read through the rest of your guide a little later when I've had some coffee. >.>
  4. I've noticed for a couple months now that you can't add a pattern to Armor Plate legs anymore. I tried on Male, Female, and Huge bodies. No idea when this problem came up, to be honest, as I don't often edit costumes that have Armor Plate legs.

    There's no option to do so at all, and the Armor Plates default to having the previous two-tone Armor Plate coloring with no selection available otherwise. The pattern selection menu bar is greyed-out with the only text being "Not Available" (I think that's the text there).

    As an example, one my toons uses the armor plate legs in white with a gold magic pattern on them. I can no longer create additional versions of her with this look, nor can I make any changes to her costume otherwise without losing that look. I've had Skjor with that look for two years now, with the only change being a swap from tech wings to the armored Valkyrie wings when the Mac edition came out last year.

    Hopefully this can be fixed again soon.
  5. Quote:
    Originally Posted by MrHassenpheffer View Post
    When the time is right , and I am watching it closely...

    I am going to give Impish Kat a catnip cooler

    and then throw said Kat at the devs...

    my advice to everyone here...

    wait...

    then watch the sparks fly!
    *wipes coffee off of monitor*
  6. The_Demon_Hunter

    RP curiosity...

    I've got opinions on a few of the topics raised in this thread.

    Brand, as you probably know, I have a RP SG that is very much about classic style heroes. And you've seen and worked with my main, DH, both IC and OOC.

    DH is now a reserve member of the House of Heroes. His willingness to take the life of a villain or criminal goes in direct conflict with the ideals of the group, particularly the SG's leader and some of the officers. It's why he isn't considered part of the active roster. He's mostly brought in grudgingly when his talents and abilities are needed.

    We had a situation quite a while back, where one of the officers of House of Heroes (then an officer in another SG in your coalition actually) confronted DH about reports of a rampage through Skyway, where he was taking out Lost by the dozen. It didn't end well as they got into a big fight there in the street. That led to a bunch of characters viewing DH in a very different light for a while there, when the end result was that DH actually cut her up in that fight with his katana.

    Those were all IC interactions, and there were IC repercussions for DH. His relationship with that other character is a tremendous source of tension in the SG. He's since taken a step back from his darkest times because of other RP elements in his life, but he's still viewed with suspicion and distrust by at least some members of the SG. These are the consequences of his actions, no matter what regrets he may have of how that night ended. It stays with him to this day, and he will never be a full-fledged member of the roster because of it.

    Now all of this involves a certain amount of trust between the players involved. In this case, I had been RP'ing with the other player for a while and the end result of that encounter was actually her idea. If this was someone new to the SG and this was the first time they RP'd with us, we'd pull them aside in an OOC manner and remind them that this wasn't what we look for in our SG and that it wasn't welcome.

    Hypocritical? Some might say so, but I view it as part of a larger whole.

    That storyline was acceptable for us because it was part of a much larger picture and so we chose to see where it would take us. If a new player to the group chooses to make that one of their first RP storylines, then it makes up a much larger percentage of the SG's interactions with the player and character, IC and OOC. As a result I'd be far more hesitant to allow that to go on as part of our group than if one of our established members, because we simply haven't seen that they have more depth in mind than that. And in either case, the players must also be willing to accept the consequences for their characters' actions.

    If IC, DH had been tossed from the SG for what he did, it would have been justified and I would have removed him. That's the consequences for his actions and that's something every player needs to look at when they do things in RP.

    As far as death goes, I believe that most of us in my SG(s) view a defeat not as a death but incapacitation. Basically they've been beaten into unconsciousness and require medical attention or the situation could worsen and potentially lead to death. Death is death. You don't come back from that without serious intervention and it's not something to be taken lightly. We've only had one character actually die in our SG.

    When it comes to Godmoding, I view that as any attempt to force another player to accept that your character has some kind of major ability that is simply above and beyond anything involved in their in-game powers. The term probably comes from games like Doom, where you could have a Godmode that made you invincible and all-powerful.

    An example would be a fire control character that ignores psychic defenses of any kind to manipulate people telepathically as though they're Professor X's more powerful uncle or something, to the point of telling you what your character is really feeling and what they are going to do. That's not only godmoding but poor RP, as that person is not leaving any room for another player's actions, choices, or background as to what will or won't affect their own character.

    If that same player created an alt version of the fire control character that had both fire and psychic powers, then you have room to start moving in that direction a little, but you still can't just claim you're an all powerful psychic being with other players having no say in what their own characters do.

    That's an example of godmoding that I've actually seen in this game in RP.
  7. I still blame Red, as has been done since the dawn of time (or at least as long as I've known him, which would be like.... two and a half years or something... close enough though, right?). Such a blaming is considered SOP for my SG and our allies and friends.
  8. Quote:
    Originally Posted by Grue View Post
    *Wealeases Bwian*
    Excellent!

    *calls out to his cult members* Sick 'em!

    *watches calmly as the confused Brian is beaten senseless in a whirling mass of limbs, hammers, and mackerel, much like watching the Tazmanian Devil in his prime*

    I suppose I should explain. In days gone by, when there was no way to appease the royals in charge of an area, many times the high priests would call for a random beating, in the hopes that such a display would be viewed as a worthy sacrifice. Eventually however, the randomness of it all was viewed as cruel, for sometimes an entire family would be wiped out by such an act simply because the beatings were random.

    And then came Bryan (or Brian as the case may be). Randomly chosen, two men named Bryan were beaten within an inch of their lives in succession on consecutive days. And the gods and royals alike were apparently pleased at this beating.

    And so, the high priests determined that the best, most humane manner for choosing the victims of these savage beatings was that each family had to name a child Bryan (or Brian if they prefer) so that this child would grow to be their representative for the beatings. It was a civilized solution to a barbaric problem, allowing each family to do their part only once.

    And so the name was used commonly out of tradition, even once the beatings of Bryans (or Brians if you prefer) was discontinued. That's why we see so many Bryans (or Brians) out and about in the world.

    And so I say to you, when things are going horribly wrong and only a savage beating will solve the problem, simply look around and ask if there is a Bryan (or Brian) present. I believe the rest shall take care of itself.

    I don't know what this would do to fix the Virtue server, but it might appease the server gods in some small manner. And maybe not, but at least there will have been the traditional beating.

    So now you know. And knowing is half the battle.
  9. Was in an all troller/dom ITF, hitting the initial ambush in the third mish when it crashed.
  10. And in the middle of a rockin' all troller/dom ITF too....

    I believe there is only one way to resolve this. There needs to be a beating.

    Summon forth a Bryan! (or Brian if available. Our cult is not picky in this manner)
  11. As far as I know, there are only 9 beacons to place for a red zone base. I have all but Pocket D in my base, and that takes up 4 telepads.

    You're set up just fine.
  12. Very nicely done indeed. I look forward to seeing more from you as you continue your base building.
  13. At any rate, it likely requires more work to give us new functional items that can be placed in bases than simply giving us visual objects that have no new function. The thread is looking for basic stuff that should be easy for them to give us with little or no development time. I'd think that rules out adding NPCs or objects that act as access to WW, Icon, etc for the purposes of this thread.
  14. Quote:
    Originally Posted by Fire_Away View Post
    Let me guess that bringing in the functionality that already exists in say RWZ (trainer, ICON rep, Hero Corps/Fateweaver, etc.) would be fairly easily doable (assuming that what's in zones can be easily transferred into bases... I'm not a programmer though so I'm not sure).
    Because bases are treated like mission maps, I don't think it will be that simple. If you ever noticed, you can't use the AE interface power inside your base for that reason. This will likely take a little more work to produce something for bases.
  15. Beating a dead horse, I know, but I'd like to at least see existing in-game items added to the base editor. It doesn't have to be over the top elaborate. But looking around the game, there are objects like pinball machines, the crates and stuff in the back room at WW, or the stuff in Mr. Yin's store that can and should be recycled for base placement whenever possible.

    That's by no means a comprehensive list of items by the way. Just what came off the top of my head.
  16. I had it slotted in SC for my SD/EM tanker, and in two weeks of play never saw it go off in or out of AE so I replaced it when I respec'd him. *shrugs* You seem to have had better luck with it than I did.
  17. The FF +Rech proc works just fine in AE in Dragon's Tail, Footstomp, and Thunder Strike, just from my personal observation. I wouldn't slot that proc in SC or LR simply because the power doesn't come up often enough to make it worthwhile in my opinion, even if it did work there.



    *Edited for typo
  18. The_Demon_Hunter

    Virtue go boom?

    I'm just glad my TF ended before the crash. Beyond annoying at this point though.
  19. Quote:
    Originally Posted by American_Angel View Post
    Great job, Swergen. I would love to see it up close. You know me from BBI, toss me a tour when we both have time
    Count me in for a look at that in-game as well sometime, please!
  20. I'll definitely be stealing some of these subway station ideas as an addition to the underground area so there's more than just sewers outside Web-Spinner's Amazing Friends' base.

    Must... farm... for... Prestige...!
  21. If I recall, the Vet posters still have no image on the back side, so they're see-through from the back. If you use cubicles to float them out to make your wall area, it should be able to be done.
  22. Quote:
    Originally Posted by Shard_Warrior View Post
    Which you would still be able to do if the editor was made much less cumbersome and user friendly.

    Personally, the more I've used it over the years, the more I believe the editor and base building in general needs a complete overhaul.

    Some random thoughts;

    First, eliminate the selection of room sizes all together. Instead of paying for a specific fixed size room (ie. a 4x4 teleport room), make each "block" on the layout grid worth X amount of prestige and let us drag/select what size we want to build. This is similar to how homes in the SIMS are built. For those that want to, they can build 1 giant room that takes up the entire plot. For those that want hallways and odd shaped rooms, this would be possible as well.

    Second, eliminate the selection of room types altogether. Why aren't we able to put the Supercomputer in the same room as our Teleporters? A room is a room is a room. Let us choose what we want to put where without requiring a specific room types with specific base items.

    Third, please please please allow for the building of walls and multiple floors without the need of endless stacking of tables or counters, if for no other reason than to reduce the lag in bases.
    The biggest problem with any kind of mass overhaul in the manner that you'd like for the base editor is that a new system must allow for backwards compatibility. If they can find a way to make the current bases as they exist to be imported into a new system, with no loss of data or design, then I'm all for it.

    If I recall, there was a new editor created at one point leading up to issue 13, but it was shelved when they saw that using it on currently existing bases destroyed those bases. It was really nice for making new ones but wasn't backwards compatible. I can't find where I read that on the forums (perhaps lost to a purge?), but I'm willing to bet this is a hurdle that needs to be overcome.

    Anyone else remember this? My memory on the details is a bit fuzzy unfortunately
  23. Quote:
    Originally Posted by B_L_Angel View Post
    Frozen Reichsman with GMs instead of AVs and a timer.

    I will probably run it once on my badgers and then with friends that need it
    Sounds about right to me. I'll run it for my badge toon and then avoid it unless one of my SG mates needs it.