Boss level?
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I haven’t given this a great deal of thought, maybe somone has already and can answer this one easily…?
I would like to throw a finite number of heavy hostile NPCs at players entering a particularly nasty system, perhaps 20, in a single wave. A single special encounter with times_to_create = once should do this…
… is it “once” or “one” or “1”??
If the player(s) manage(s) to clear them all I would like a very much nastier single NPC “Boss” to appear that he/they have to defeat, whereupon the player(s) will get a bonus loot item from it.
So the two encounters need to be fixed to be sequential too.
Thanks guys.
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guess this can be managed by mission scripting. in many missions you have to kill x enemy targets before the primary target arrives or you are redirected to new coordinates to meet the target. whether it has escorts or not is likely also manageable via the mission script. just look through the random missions ini’s, you likely get the idea, sorry, haven’t gotten into it myself yet.
oh and the loadout can be doing the certain loot thing you mean rather than loot properties, which are more giving random results. -
Ok… i’ve actualy done part 2 of this (old XLR) and it worked a treat…
your main worry is yep spawning 1 & 1 only for the “boss”… i did this as so, first the encounter “area_spx.ini”
[EncounterFormation] ship_by_class = 1, 1, sc_fighters pilot_job = assault_job make_class = wanderer formation_by_class = fighters behavior = wander arrival = cruise -tradelane, -object_jump_gate allow_simultaneous_creation = false zone_creation_distance = 0 times_to_create = 1 [Creation] permutation = 0, 1
that’s called in your zones obviously… but the real trick to spawn 1 is in the formations.ini
[Formation] nickname = angry_one pos = 0, 0, 0 pl_pos = -30, 45, 225
& that would make the faction_prop line…
formation = fighters, angry_one
By doing this… and calling the spx encounter i was able to spawn specific “once only” NPC’s that acted Unique and were super tough to face (i also made separate pilot data blocks… but that’s another tale… and one im shure your capable of altering yourself ST)
Not sure how you’d handle the wave then boss though… in SP… yep making a custom mission… but that dont help the MP part though… might be a task for our Hook guru’s
Anyways… Hope that helps buddy
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Thanks Gist, good suggestion, however the mission method wouldn’t match with entering the system & getting jumped (ambushed) that I would like to have. I can do that part with a zone around the jumphole anyway, easy.
Xarian, thanks for the tip too, that was the missing link! It would have been hard to find, well done bud.
Yes sure I can put in the missing bits guys, loot is easy, only the Boss will have a super bonus in its cargo, so that is straightforward, many thanks. The boss can be in another zone, once the masses of NPCs have been defeated and the players can go deeper into the system, they can “bump into him”!!
This is what I did in our mod’s arena system with 24 levels, it worked well but the waves kept coming - now I can have the limit of NPCs we want. Yay!
So altogether - we have ze teknologie!!
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Within many encounters, you may notice a “make_class = wanderer”, or “make_class = patroller”, etc. Simply set this line to an arbitrary value such as “make_class = single_boss”, or something that’s otherwise previously unused. Then, within the system zone that is spawning the encounter, add the line “density_restriction = 1, single_boss” (preferably before the encounter lines in the zone). This will restrict that zone to spawning only a single “single_boss” class.
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FAB, Fox!!
Another revelation, thank you sir!