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NPC 2-stage spawn: in testing
*Grograt*
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Hee hee :rolleyes:
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vet marshal wv community

Posted Mar 21, 2011, 1:35 pm
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Cadimus said:
Can you be a bit more detailed Tink?

What colour was your BPU perhaps?  :p


Why certainly tis was : #6E4A26!  :stare:
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Mar 21, 2011, 1:41 pm
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*Tinker* said:
Model: MacBookPro5,2, BootROM MBP52.008E.B05, 2 processors, Intel Core 2 Duo, 2.93 GHz, 4 GB, SMC 1.42f4


There's the problem... you brought your filthy Mac to my PC scout.  ;)
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vet wv

Posted Mar 21, 2011, 2:47 pm
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ok here's an interesting issue...
S329664 GW-Scout Vs The Dingos

Mitchell Cooper comes up as the leader and assassination target - I manage to kill him quickly via a shot to the head. Turn after he dies I crash - reboot and rejoin the scout - reinforcements have joined - Now here's the kicker apperently since the old leader is dead it assigns a new person as leader (Ken Stag or something similiar) Ken manages to  escapes on foot. I run out of armor and run for it - scout ends and I do not get [edit for spelling] credited for the mission despite having killed the original target.
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vet wv

Posted Mar 24, 2011, 5:48 am Last edited Mar 24, 2011, 4:01 pm by thepez
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Here's another one
S330424 GW-Scout Vs Cyber Formation

I get a return and make a run for it since im pretty beat up and low on ammo. Once I get near Gateway I slow down and wait for him to cat hup since they've split up and one drives outside the 500. Turn 160 the reinforcements join just as the remaining original car starts to approach.

I thought it was odd they joined so late, do the reinforcements join on a set turn or does wait until certain conditions are met?
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vet wv

Posted Mar 24, 2011, 4:00 pm Last edited Mar 24, 2011, 4:03 pm by thepez
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Also (and hopefully lastly) should the 2 stage spawn be happening under all encounters with the target gang?

I've gotten reinforcements during encounters where the gang leader wasn't involved as well as during travel encounters (both with and without the gang leader target)

If the intent is that the gang leader has "extra" protection than should they show in an event the leader is not part of?

And just a double check should they show during returns and travels - it seems like they should but just wanted to ask.

And can they say something when they arrive? The start of an encounter lists the car types you are fighting why wouldn't there be an event note that says something like 1xMoose and 1xApache have joined the battle.
or even a text from the ganger themselves "Yeeeha the cavalry is here".
DW isn't the easiest to (at least for me) to be constantly looking around so I don't get back doored
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vet wv

Posted Mar 24, 2011, 4:26 pm
*Ninesticks*
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Quote:

If the intent is that the gang leader has "extra" protection than should they show in an event the leader is not part of?


No that isn't the intent. Assassination missions are being used as a means for players to elect to take part in the trial of two wave AI spawns. The results of the trial will inform Sam on whether or not to go ahead with this type of spawn becoming another feature in the same vein as ambushes (but only for the southern towns afaik).
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Posted Mar 24, 2011, 7:18 pm
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ohhhhhh, sorry - I thought the intent was to test the 2 stage spawns for use in assassination missions.
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vet wv

Posted Mar 24, 2011, 8:33 pm
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*Ninesticks* said:
Quote:

If the intent is that the gang leader has "extra" protection than should they show in an event the leader is not part of?


No that isn't the intent. Assassination missions are being used as a means for players to elect to take part in the trial of two wave AI spawns. The results of the trial will inform Sam on whether or not to go ahead with this type of spawn becoming another feature in the same vein as ambushes (but only for the southern towns afaik).

*Posted Mar 25, 2011, 10:32 pm
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Just got my first one of these. I kept wondering, where the heck is that weapon fire coming from and my sound system was freaking me out because the sound was coming from the wrong side. Anyway, it made things interesting with three cars coming from the opposite side from over a ridge so I didn't even see them until they were on top of my squad.
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Posted Mar 26, 2011, 3:31 am
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These seem to be going well, so I'd like to announce that in a few days' time, this 2-wave spawning will be applied to regular combats, not just assassinations: it will be rolled out to all towns south of (but not including) Gateway. It will only apply to fairly high-fame NPC gangs for the moment.
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Posted Mar 26, 2011, 4:50 pm
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*sam* said:
These seem to be going well, so I'd like to announce that in a few days' time, this 2-wave spawning will be applied to regular combats, not just assassinations: it will be rolled out to all towns south of (but not including) Gateway. It will only apply to fairly high-fame NPC gangs for the moment.


any idea if the crash at spawn problem has been resolved?
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marshal vet wv pvp5 pvp4 combat1 pvp3 zom community

Posted Mar 26, 2011, 5:15 pm
*sam*
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Good point, Tango. Can anyone report on this? I did made changes after the initial reports, but I'm not sure that they had the required effect?
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Posted Mar 26, 2011, 11:00 pm
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S333112

The second wave spawned without a crash. However I crashed suddenly when it was time to go to the loot phase. I havent crashed like this in years...
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Posted Mar 30, 2011, 11:20 pm
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Longo said:
S333112

The second wave spawned without a crash. However I crashed suddenly when it was time to go to the loot phase. I havent crashed like this in years...


S333150 - Another one.
No crash at all, and 2nd wave spawn occurred.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Mar 31, 2011, 1:20 am
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Longo said:
Longo said:
S333112

The second wave spawned without a crash. However I crashed suddenly when it was time to go to the loot phase. I havent crashed like this in years...


S333150 - Another one.
No crash at all, and 2nd wave spawn occurred.


S333164  -Ugh! Crashed upon spawn of 2nd wave.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Mar 31, 2011, 1:52 am
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Thanks for the feedback Longo.
I think I'll go investigate exactly when I make creature spawns happen, and do these at the same time during the game-turn cycle, as creature spawns are totally stable AFAIK.
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Posted Mar 31, 2011, 7:26 am Last edited Mar 31, 2011, 7:26 am by *sam*
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*sam* said:
as creature spawns are totally stable AFAIK.


Err almost but not quite, i've crashed a few times when criters show up. also had some bad crashed unable to join glad and footsquad events
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Posted Mar 31, 2011, 9:23 am
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same with bugs a few times
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Posted Mar 31, 2011, 10:47 am
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I read all the posts so far on thsi subject, and I must have missed this info, so I hope no one gets snarky for me asking... but does a 2-spawn encounter have a higher cr than a one spawn?
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vet wv

Posted Apr 1, 2011, 6:31 pm
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