Arod Nine on 23/7/2008 at 20:51
The ninja-star throwing assassins spawn randomly in the big first room in ops.
Also, on the command deck there's a room with some upgrade units where enemies tend to spawn. You've got about a 1/3 chance of getting a droid, a spider or an assassin.
Rogue Keeper on 24/7/2008 at 10:45
The most peaceful section in the ship is probably R&D section on Medical deck where you found dying Watts. Almost a sanctuary - absolutely no respawns there.
cosmicnut on 24/7/2008 at 10:54
all I can say is, after looking at all the post
The Many are ..... Many
(bet you didin't see that one coming :tsktsk: )
D'Arcy on 24/7/2008 at 12:13
I've seen all kinds of enemies spawn (except Reavers) in many different parts of the ship. Security robots spawn regularly in Rec, particularly in the Mall area. Rumblers show up frequently in Command. Arachnids and Assassins spawn very frequently in Ops. There's an almost endless supply of Midwives in Hydro. And obviously, the brain room in the BOTM has infinite spawning of Rumblers and Arachnids.
Rainalkar on 24/7/2008 at 12:27
Well, here are the numbers I got by counting enemy archetypes in mis files:
Maintenance: 8
Assault: 9
Security: 8
Slug Turret: 13
Laser: 23
Blast: 11
Rick Turret: 15
Eggs: 169
JediKorenchkin on 24/7/2008 at 13:17
I saw a worm spawn in early engineering once, which really confused the hell out of me.
Rogue Keeper on 24/7/2008 at 14:57
Ya, worm spawns and hybrids are fairly common in the coolant tubes.
Pray on 24/7/2008 at 14:59
I've also encountered annelids on engineering before. Always in the little maze right in front of the chemical storage in sector A. It happened quite often to me, though. Like .. every second time I start a new game.
You'll find Assassins respawn on Rec, Ops and Command. Not sure about the Rickenbacker ... Midwifes also respawn near the garden and lounge sections on Rec, as far as I know. Rumbler's respawn rate is set insanely high on the Rick bridge, as we all know. :wot:
Rogue Keeper on 24/7/2008 at 15:08
Quote Posted by Pray
the little maze right in front of the chemical storage in sector A.
I know you spoiled staff from Recreation might be confused in our realm, but down here in Engineering we call the maze 'coolant tubes'. ;)
icemann on 24/7/2008 at 15:21
IIRC thinking back to the tutorial stuff on spawns which a guy posted on in the ss2 dromed forum, the spawn points start with a zero value then gradually increase to a certain value after which an enemy spawns of the type specified in the marker (ie a pipe hybrid or a shotgun one etc), and whilst those enemies are still alive no further enemies spawn other than those from other spawn points etc.
Ok had a quick look at the tutorial on it I have saved on my pc. Heres a paste of a bit from it:
This may sound obvious, but I will explain further. I noticed that if I
put in a figure of a multiple of four (or part of), I would spawn one
OG-Pipe per four points per Spawn Marker that the DirectMonsterGen was
linked to. I only used the OG-Pipe monster in my "experiments", but guess
that other monsters may have a higher figure (than 4) to equate to less
encounters of that type (when randomly determined with more than one
creature) for the same "Supply" figure. But, I have also noticed (with
help from G'len's info), that "Alert Min" and "Alert Max" within
Ecology>Ecology may take priority over the maximum supply figure
calculated in the spawn "Supply" figure above. (DOWNWARDS ONLY! You could
not get more monsters than that calculated from the "Supply" figure in
DirectMonsterGen - unless the "Supply" figure is 0 (zero), which I think
means unlimited.)
And a later bit:
So, if I had this linked to two SpawnMarkers, then a potential 4x2 = 8
OG-Pipes could be spawned. (Four from each Marker.) (NB: It may be that
tougher monsters - with higher "points" would spawn less??? - If someone
does experiment with this and works out the figures for other creatures,
then please let us all know. 8>) )