Author Topic: Encounter clarifications  (Read 507 times)

Legacy_Lazarus Magni

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Encounter clarifications
« on: May 29, 2012, 06:06:30 am »


               So a couple things I have been wondering about with encounters...

1) # of spawns...  When I set min to 3 and max to 6 (or whatever) it always only spawns the min. Hence I have just made the min what ever I want to spawn, and reluctantly given up on variability. What's up with that?

2) Unique spawn check box option... I kinda thought that meant if you put say 4 different mobs in an encounter, but check 1 as unique, it will allways spawn that one once and 3 of the others "randomly", this doesn't seem to be the case. Can anyone explain this function to me please?
               
               

               
            

Legacy_Lightfoot8

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Encounter clarifications
« Reply #1 on: May 29, 2012, 06:24:37 am »


               

Lazarus Magni wrote...

So a couple things I have been wondering about with encounters...

1) # of spawns...  When I set min to 3 and max to 6 (or whatever) it always only spawns the min. Hence I have just made the min what ever I want to spawn, and reluctantly given up on variability. What's up with that?

2) Unique spawn check box option... I kinda thought that meant if you put say 4 different mobs in an encounter, but check 1 as unique, it will allways spawn that one once and 3 of the others "randomly", this doesn't seem to be the case. Can anyone explain this function to me please?


1)  The #of spawns.. is not a randon numbered rolled.  It is calculated acording to the level of the creature spawning the encounter and the CR of the creatures being spawned.   The same PC triping the same encounter again will get the sam number of SPawn,  That is untill his level goes up enough,  Then the encounter will auto scale up to the max number of spawn or harder creatures from the list.

2) On this one I will just quote the manual. 

Be careful using custom creatures: In general encounters seem utterly unreliable when custom
creatures are concerned (especially at higher levels). The Aurora engine seems to get it quite
wrong. Whether this is a case of a custom creature list being inherently impossible to balance for
the engine's encounter parameters or not is unknown. Certainly the fact that CR seems to play a
large part in this process is problematical.

In particular there's a glitch with the unique flag. When minimum and maximum numbers in an
encounter design are identical, for example, and all creatures are flagged unique - which is what a
modder might do if she were aiming for specific combat design in a SP mod - then the encountered
group does not match the encounter design. Instead of a number of unique creatures you end up
with duplicates of some and no-shows of others. When minimum and maximum numbers are
different flagging a creature(s) as unique almost guarantees that the creature will not appear at all.

If both standard and custom creatures are in a list together then the standard creatures behave as
they should. They obey the unique flag in all situations.

It's recommended with custom creatures, especially at higher levels, that the modder makes use of
either an OnEnter script in a generic trigger to spawn exactly which creatures she wants to appear,
and where, and/or else utilise a system of 'bunched encounters' ie a number of encounters drawn
close together, each with a single custom creature in its list. This seems to be the only sure way of
designing combat or other encounters with any specificity.

The good news regarding encounters and custom creatures, however, is that the system works
perfectly (ie as for standard creatures) if custom creatures are autolevelled OnSpawn.


               
               

               


                     Modifié par Lightfoot8, 29 mai 2012 - 05:24 .
                     
                  


            

Legacy_Lazarus Magni

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Encounter clarifications
« Reply #2 on: May 29, 2012, 09:00:15 am »


               TY Light, that explains alot. On Av3 the encounters in question are all custom spawns, and in most cases for post 40 areas. The engine is most likely percieving the PC's as lvl 40 due to our post 40 system (it's not HGLL, or it's deratives, although I am not sure if that would make any difference), and with CR 1000 spawns (or other high CR spawns), it sounds like it is spawning the min # possible due to this false perception by the engine.

And, looks like triggers are the way to go. Many thanks.

Cheers,
Laz
               
               

               


                     Modifié par Lazarus Magni, 29 mai 2012 - 08:04 .