I had forgotten how dark the day can get during the Fall season!

Until about mid-day, I actually had to run on some lights before the the cloud cover broke, ushering in a bright and relatively warm, sunny afternoon.

Looks like I’ll have stock up on the vitamin-D supplements and dust off the exercise equipment to keep the season affected disorder away.

The trees in the neighborhood only just started to turn recently and the tree in our front yard is now shades of yellow, orange and mostly red.  That means it’s almost time to break out the rakes.

This season is going to be different!  I recently picked up a Toro Ultra Leaf Blower/Vac, which garnered a Consumer Reports ‘Best Buy’ rating for convenience, durability and performance.

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There’s a known bug in Warhammer: Age of Reckoning that corrupts the player’s backpack window.

The corruption manifests itself in any number of ways, from a solid white box where the backpack window should be, to jumbled backpack interface elements with no items displayed.

I tried uninstalling all interface add-ons and re-starting the client, deleting the backpack interface files and letting the client recreate them on start-up, and reloading the UI using the “/reloadui” chat command while logged in.  Nothing helped.

Thankfully, weeks ago I had backed up the \user\Interface\AllCharacters directory in the game’s root directory prior to testing some interface add-ons so I had a back-up of the original backpack interface files.

The backpack interface files are found in the game root directory under:

\user\interface\AllCharacters\EA_BackpackWindow\

I noticed that when I deleted these files and allowed the client to re-create them on start-up, they were re-created still in their corrupted state.

To solve the problem, I overwrote the corrupted backpack UI files with the original ones I had in the AllCharacters Interface back-up I had made earlier.

So if you haven’t experienced the backpack corruption bug yet, back up the uncorrupted backpack UI files NOW!

Here’s a link to my fixed backpack UI files if you need them: EA_BackpackWindow.zip

Since these backpack UI files are from the default installation, obviously your backpack settings won’t be retained, but all your inventory will once again be accessible.

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There’s a 15-minute Realm vs. Realm (RvR) scenario in Warhammer: Age of Reckoning called “The Mourkain Temple.”

war-ss-mourkain_temple It’s basically like capture the flag (or magical artifact in this case) and you get points for capturing the artifact, points over time for holding the artifact, points for player kills and the artifact holder gets bonus points for player kills.

While a portion of the scoring involves getting player kills, the real key to winning the scenario obviously revolves around maintaining control over the artifact and supporting the artifact holder— especially when there isn’t a lot of time left.  But that concept seems to be beyond some players.

I was in a pick-up group (PUG) playing Mourkain temple, and we started out with a huge lead.  We were first to get the artifact, held onto it for a while and even kept the artifact holder in play with proper support.

But that lead quickly dissolved when Destruction took control of the artifact and our team lost all focus and chose to try and rack up their player kills instead.

We could have won that scenario (or at least not lose it so badly) if players didn’t become skirmish fixated.  If the team had just opened their eyes and looked at the battle as a whole, they would have immediately realized that the vast majority of the Destruction team had rushed so far forward, there was no one guarding their artifact holder.  He was wide open and alone.

Upon respawning, I simply flanked right, went around the Destruction team’s front line, and reached their artifact holder unhindered.   I managed to get him down to just about 50% health before dying— which wasn’t easy considering he’s a Marauder, eventually got some help from his teammates when they realized their quarterback had been sacked, and I was playing a Warrior Priest.

My healing abilities kept me in the fight long enough to reduce his health before I eventually succumbed to their superior numbers.  But if I had just two more players with me to increase the DPS (damage per second) rate, it was very possible we could have killed him,  regained control of the artifact and won the game in the time left.

In scenario chat, one of the players was being sacrastic, saying they’ll “just ignore the 20 people between them and the artifact holder” in order to rush him.

That is precisely what they had to do in order to get the artifact back!

Before you start saying “You’re expecting too much from PUGs…”, this article isn’t a rant about the disorganization in PUGs.  I don’t expect PUGs to operate like well oil machines such as guild teams.

The purpose of this article is to point out to players by example, that in RvR scenarios, they need keep their eyes on the overall objective.  Look at the battlefield in its entirety and not just on the enemy player in front of you.  I think that if a few players are “on the same page,” the teamwork naturally follows.

Racking up kills undoubtedly helps, but you’ll give up the battle if you focus too much on the skirmishes.  Don’t lose sight of the forest because of the trees.

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Apparently there’s a Korean live action film in the works based on the Taekwon V movie.

Taekwon is your basic mad scientist creates army of evil robots for world domination, good scientist counters with a powerful single robot plot.

(L-R) Taekwon V, Mazinger Z, Great Mazinger and Grendizer

At the time of Taekwon V’s creation, the Japanese manga and animated series, Mazinger Z, was very popular in Korea. And you can clearly see the influence in Taekwon’s design.

The upcoming movie purportedly has a budget of 20-billion Won ($17M Cdn) and is slated for release in 2009.

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Amazon is offering an exclusive full scale replica of the venerable  Lancer asault rifle to coincide with the Gears of  War 2 sequel release on November 7th.

More on Trapped in Plastic.

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