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Lot

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Posts posted by Lot

  1. I guess a normal player has gotta try this out sooner or later, so I did just that.

    I added 6 new game accounts and spread the 15 characters on the original 3 game accounts across the 9 accounts (only one character didn't need to move). I logged into the avatar screen of each account to check the characters were in their destination places and they were! Thumbs up!

    The only tricky part was intending to move certain characters to slot 4 (your slot 3).

    Please bear in mind what I've said above about the layout on the avatar transfer screen, it's not logical to present the columns as slot 2, slot 4, slot 3, slot 1, slot 0. Most people count from one not zero and would probably prefer it if the columns were simply just slot 1, slot 2, slot 3, slot 4, slot 5 from left to right.
  2. Avatar transfer service tab -- finding the order of the columns a little bizzare for two reasons.

    Only programmers would number things starting with zero, lol.

    And the layout is kinda illogical. I realize its laid out like the avatar screen.

    I might have preferred the columns labelled from left to right slot 1, slot 2, slot 3 slot 4, slot 5. I just know I am going to have a whole world of pain trying to move a character from slot 3 on account A to slot 1 on account E. Remember to take away one, look at the column titles carefully ... it'll be like taking aim with an arrow, nudging it left, right, up, down.... fire!!

    Woops I moved the character from slot 2 on A to slot 1 on E. I didn't mean that!

    Wait 180 days to try again. Too bad. Noooooo!

    It could be easier.

    Edit: How about adding two buttons at the bottom:

    [Ok] Click to commit a change after reviewing you've placed the character in the right place.
    [Cancel] To rollback the character back to where it was.
  3. [quote name='Byakhee' timestamp='1332796481' post='55989']
    Hmm...
    Remember there are 2 liked factions and 3 hated factions.
    Think your collegia faction may not be enough as it stands, but i'll have a look at it (soon).

    Ambush Alpha should not have changed much.
    [/quote]

    Thought that yes yes no would entertain you, lol.

    It might help you figure out answers if you had an idea of LotPPs factions:

    [attachment=1449:lotppfact.jpg]

    Please don't tell me Bogeril are one of the hated factions!
  4. LotPP finished stage two invites for weapons and shields and completed all stages.

    Unfortunately, stage two invite for reactors still does not proceed in to the alpha test because Intuneric Vigoare still will not play ball. It is puzzling me because neither weapons or shields were a problem and because Vigoare allowed alpha testing for the shield and weapon and beta testing for the weapon as well.

    I know that Vigoare needs the Ambush Alpha to be equipped and that was what I ensured before opening her dialog.

    Another screenshot to pass the time showing a different oddity, this time in the dialog with Vegato:

    [attachment=1448:amb7veg.jpg]

    Waiting for Byakhee to reply /emote :waitingtobehitbythecluebat:.

    :cluebat:
  5. Ahh wait it is the Ambush Alpha not the Skirmish Alpha, that I am having trouble with. That is a reactor and therefore Vegeto who apparently does not yet have dynamic faction goals. Scuti does and I have no issue getting the Alpha test to go to Cooper to test the shield (or the weapon). Just thought I'd add that comment into this crazy mix, lol.

    Does seem more and more like Intuneric Vigoare is muddled up some how.
  6. [quote name='TooTall' timestamp='1332587807' post='55914']
    I created a PP in Novenber and did all Agrippa stage I, II and III build missions with about the same faction levels as you, between mid January to late February and had no hangups as you describe. :huh:

    This must be due to his recent faction additions. <_<
    [/quote]

    Was your "virgin" privateer dallying in stuff that widely adjusted factions during his short career? I would expect a newish privateer to sail through Agrippa because that is basically what Agrippa wants so there would be no road blocks in their path if they stuck with their initial faction spectrum. I am doing this with a privateer that has been around for two years and has an alterred set of factions, lol.

    What you're saying though is that the basic dialog with Intuneric works alright for Alpha testing stuff on a privateer.
  7. Ok, so it seems the faction required for the mission may be adjusted up or down in the range 60-160%.

    Lets say a stage three mission requires 10,000 faction originally sort of ball park area. Depending on other factions that goal will be adjusted to between 6,000 and 16,000. It seems that just Scuti and Composita deal in goals adjusted dynamically by faction. I am guessing Telum and Vegeto both do not have this dynamic adjustment in place yet.

    I would have thought LotPP had enough positive Collegia faction already to cover the worst adjustment of 160%. Especially since the faction goals for the stage two research are lower than stage three requirements (at the base values). And I don't think it is likely that the penalty is as much as160% either, due to LotPPs high Centuriata faction so making me further puzzled.

    These are the factions that I believe effect Scuti:

    Collegia +15,165 -- Centuriata +15,019 -- Infiniticorp -1,281 -- Red Dragon -- +9,513
    There may be others too that have not been detailed.

    But then again, it is Vigoare that is setting these test missions not Scuti, Telum or Vegeto. With or without dynamic goal adjustment (if there is any at all on Vigoare) the standard would be the same for testing all three Alpha items (not including devices).

    Thus making this harder to puzzle out and hence why I am asking Byakhee for illuminatary advice.

    NB. Nice to be at the forefront testing stuff like this... I... think.
  8. My privateer LotPP was 150 before the current incarnations of Agrippa research.

    Used up some stage two invites for reactors, shields and weapons. Passed all the examinations and made progress and got so far as the applications with Intuneric Vigoare to goto Cooper for testing the three items.

    Built a Flechette Alpha, installed it and got the test mission from IV.

    Built a Skirmish Alpha, installed it and got the test mission from IV.

    Built an Ambush Alpha, installed it and .... Intuneric Vigoare told me to go lower my faction with Red Dragon and refused to give me the mission. What is not adding up here? How can I only get two out of three missions? Does not compute.

    These are LotPPs factions, are there others that are relevant?

    Collegia Traders = +15,165
    The Red Dragon = +9,513

    IV: Well LotPP, lets see if the Ambush Alpha reactor works.
    LotPP: How?
    IV: A level 7 reactor should be ... blah blah blah.
    LotPP: I don't intend to annoy the Red Dragons.

    [b]Key point: Note the above was the only reply that I was allowed to give.[/b] The dialog for the gun and shield test applications provided two reply options. The reactor application allowed only one reply. Didn't get the 2nd option to reply "They will crumble before my might" or words to that effect.

    Is this a bug or some weird faction re-computation mystery that goes on now with Agrippa that only affects the reactor test mission application but not the application for gun and shield testing? I am not about to savage my RD faction until I understand what's going on here ... bug or not.

    Byakhee can you tell me what has gone wrong here please? Or what I need to do if anything?

    Agrippa has become Agripparghhhhhhh yet again, lol.
  9. It is more than just stacking turbo warp (activated) -- all buffed effects (equipped and activated) are sticking.

    Install and uninstall a 200% Ivory Ward or Tolerance -- +39 deflects remains.
    Install and uninstall any weapon, core, device -- buff remains.

    Dock and undock -- activated buffs remain in effect (which might not be a bad thing to keep).

    It's pretty fun at the moment selecting into cargo from vault all the items I want to equip for their effects, undocking, going on a massive series of sequentially optimized buffs to get everything set up, re-docking to vault all items again and then undocking (with buffs still in effect) and going on a combat splurge. And the effects never wear off until a [censored] CTD or a log out.

    Two bugs going on here and they started round about the last server restart:

    Activateds are stacking (turbo weapons should stack but almost everything else should not stack).
    Equippeds are remaining in effect even after uninstalling item.

    It is mind-boggling fun at the moment so don't rush to fix the problems, lol.
  10. Solo combat you will want a profession with critical targetting skill.

    This list includes PP, PS, PW, TE and JD.

    PS is the weakest but has some good strategy tools like menace and powerdown. Very situational though and only gets on this list because it has critical targetting. Look at the others that were listed for the best options.

    Played well a PW is rewarding to play. Wish combat trance buffs increased deflects like buffs do for rally on TEs. PW are the linch pin of raid groups thanks to their impressive ability to pull agro and their hull damage control.

    PP is the same class type as a TT so you get survivabilty but with the benefit of actually doing some real damage.

    If you buff a TE's rally you can get +50 deflects and really great critical targetting. Slow rate of usage on ammo means you're not like the PW or PP allocating a chunk of cargo space to ammo. But being on the move all the time can wear you down.

    JD coma, chim debuff, cloak, no need for ammo ... winner!
  11. NOS = Nitrous Oxide System (L8).

    I think NOS is fun the way it is and ought to be left alone.

    Unless someone is thinking of adding turbo warp (activated) as well that would get a thumbs up!

    The emulator is not live. Live was lethargic and boring. The emulator is fun and on steroids! So what if everyone can go 1,000 impulse speed? If you want to remember what live was like by all means unequip your NOS and slow yourself down. I play a couple of Red Dragon hating characters and they don't have a NOS and it hasn't really made much difference to them. They can zip around with pretty fast impulse too.

    I suggest that may be all that needs changing about NOS is the name so that are no longer any connotations of any connection implied with the live mission reward from Ole Homestead in DT. (And add turbo warp (activated) too!).

    In live instead of an additive impulse, NOS had an additive warp that raised the warp limit from 5,000 to 5,500 for explorers (I think it was available just to explorers). The emulator has no warp limit and I hope that it never will.

    If depressingly NOS is ruined with an impulse speed nerf at least consider deferring it to after the end of ST4.
  12. There is no Earth and Beyond emulator! The cake is a lie!!!

    Ahh portal. Well the server is real and it went down just now I think to fix the mob spawns or stop the mobs going out of bounds or something to do with mobs? It may have been something else althogether for all I know (was online but not paying much attention to channels, lol).

    The launcher will tell you when the server is coming online again.

    There is also a little tray app notifier thingie that you can download that does the same.
  13. Did the loot table changes make the pride devices drop more frequently?

    Unless they drop more frequently now I don't see the problem. For example, it used to take a couple of days camping the mob in Primus for a Tatsu. The prides have been leaking out in hulks in the emulator (they were mob only drops in live) which I don't think is right.

    Groups will always invite a JE back again if they have demonstrated they have the equipment and skills to keep the group going.

    I don't think availability of pride devices affects low level groups wanting to invite a JE.
  14. I had a character stuck in Jupiter this morning as well.

    Was passing through Jupiter and CTD. Logged in again, saw my ship briefly, CTD again. Repeat a few times. Managed to escape in the end though I don't really know why. I hit Q one time and warped out without the client CTD'ing.

    I think it was just luck that I escaped.
  15. Didn't the mobs zipping backwards and forwards only start 3-4 days ago? I think it started after Tienbau restarted the server after adding the patch for the organic mob AI behavior ("the swarm of doom" aka "more mobs nobody can safely attack unless grouped"). It may be unassociated with the new mob AI as all kinds of mobs are zipping about not just organics. It is something that mobs used to do a while ago and that behavior got fixed so may be the that bug sneaked out again.

    Follow bug affects all professions not only defenders.

    It feels quite odd putting a mob on follow and your ship arcs about trying to get aligned with the mob. Follow started doing this before the mobs began zipping backwards and forwards. The range for follow is also too small at the moment. If the mob is beyond 5k your ship points at the mob but stays still. The range needs to be more like 10-15k.

    The follow bugs have been reported:
    https://forum.enb-emulator.com/index.php?/tracker/issue-14-auto-follow/page__gopid__31#entry31

    Follow is a good tactic for Jenquai as it used to reliably put you behind the mob and set the mob up for a shot in the back. With follow broken like it is now, you've either got to maneouver manually to get behind the mob which is doable -- or sit 4-5k away, coma the mob and sniper it with beams. The latter tends to get in trouble with mobs tethering --- mobs should never tether while they have agro!!! Although there are alternatives to follow, follow is still a staple of tactics for Jenquai and it needs fixed. With it broken it removes a tactical option.

    Auto-fire shutting off beams while cloaked also needs reverted back to how it was please.

    Weapons auto-fire could always be manually disabled so the auto-fire/cloak thing was never needed.

    Again, like the issue with follow, it removes a tactical option from Jenquais. Some players liked to use auto-fire and cloak and relied on auto-fire to break cloak and shoot a target.
  16. Nooo booooo! This is prolonging the AGRIPPAAAARGGGGHHHHH agony on my 2nd privateer.

    Please please please bring the server back up so that I can attempt to finish it off and be put out of my misery! That fool Telum still won't talk to me I want to push her out of the air lock! Her replacement is certain to have better manners I am sure!!!

    May be the mobs deja-vu'ing about like in the Matrix crashed the [s]Matrix[/s] server!
  17. Sector handoff failures during gating happen pretty rarely to me. If I had to put a percentage on it, say 1-2%. I put it down to packet loss, turn the air blue for a few seconds, login and carry on. I don't think I could cope with trying to travel if it was 20-30% failure rate.

    What could cause it? Packet loss, routing flaps, fragmentation - even memory paging.

    Not much you can do about the network may be see if the path is consistent or try to see if there are any busy routing nodes. And then raise an issue with your ISP to deal with it. May be check UDP packet fragmentation finding out what the size limit is along the path. Quitting other applications while playing will help with memory paging. But network is likely to be the major cause.
  18. I think the advocate should have a presence both in-game and here on these forums.

    It's a definite fail so far on the forums! All the advocates posts have been in the two previous election threads, lol. Might be viewing the forums anonymously i.e. not logged in however forum account has had no activity in over a week.

    I've seen the advocate login to game but to my view keeps a low profile in-game.

    It would be interesting to know at least if the advocate has been discussing issues with the Net 7 staff on teamspeak. If that has actually taken place on different occasions then it might be the saving grace that prevents a vote of no confidence. But the advocate needs to come to the forums and post about the issues that have been discussed on teamspeak, I think that is part of the responsibility.

    Next time, please make it a rule that nominees must all have some sort of forum presence preceeding the vote.

    Makes sense doesn't it?
    • Upvote 2
  19. Now I've gotten sound effects to work, I've finally been able to enjoy them again -- it's only been eight years!

    Returning back to this question again but with a different purpose.

    I would like to invoke the client either with audio enabled or disabled --- WITHOUT messing around with the configurator or the in-game option menus. I'd like to run clients with or without sound enabled, sometimes I run two clients and the sound may overlap and cause issues. I'd like to have sound enabled on one client but not on the other.

    I think the client has a /NOAUDIO option looking at the strings in the client executable but I am not sure how to test and prove if this option works or not. Does the proxy pass extra options on to the client?

    For example:

    If I made a shortcut that contains:

    [CODE]
    "C:\Net-7\bin\Net7Proxy.exe" /ADDRESS:87.106.131.253
    /CLIENT:"C:\PROGRA~1\EAGAME~1\EARTH&~1\release\client.exe" /POPT /DML /NOAUDIO
    [/CODE]

    Would the proxy pass on the /NOAUDIO options to the client? I thought that may be I had read somewhere that the proxy passed on parameters at the end of the command-line that it didn't recognize to the client -- may be it does but the syntax in the above example that I've used may be isn't right to do this?

    Anyone able to give me some guidance please?

    :w00t:
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