Ok, so Pteravores are fun and all. Nasty little buggers if I do say so myself. I don't *think* anyone has brought this one little tidbit up before though.
When you blow the lair to smithereens, there's usually a decent sized rush of Pteravores, is there not? Call it 15 or so.
Now, is there a certain circumstance to the final rush being officially destroyed? More often than not I clear the final horde, then go back to make sure it's empty, and I get rushed again. And again. And AGAIN.
Turns out this finally stops when I eliminate nearby nests, I get both nests to exhaust their rushes and FINALLY they stop.
Anyone else noticed this? I'll do a quick playthrough if I have to, although I usually see it in Heretic.
Pteravores
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
http://xelerus.de/index.php?s=mod&id=789
- Aury
- Fleet Admiral
- Posts: 5510
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
it's 12...
I don't know why they would keep coming out after its destroyed, even if other lairs are still nearby.
I don't know why they would keep coming out after its destroyed, even if other lairs are still nearby.
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Me neither, but it happens whenever nests are in close proximity (less than a light minute, maybe 80 ls I think)
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
http://xelerus.de/index.php?s=mod&id=789
-
- Commonwealth Pilot
- Posts: 66
- Joined: Wed Mar 21, 2007 12:45 am
Are additional rushes created if pteravores successfully return to the lair after disengaging? That would make sense.
It would make sense except that I can obliterate rush after rush via a fast Ferian plasma cannon and they will continue to come.
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
http://xelerus.de/index.php?s=mod&id=789
- Fossaman
- Militia Captain
- Posts: 556
- Joined: Tue Mar 07, 2006 12:56 am
- Location: Traveling to the galactic core
From the XML:
That 'chance that we stop' bit seems to imply that it'll keep sending out streams of twelve until the random number hits within the proper range.
Code: Select all
(block Nil
(for i 1 (random 2 4)
(sysCreateWeaponFire
&vtPteravoreSporeLauncher;
gSource
(objGetPos gSource)
(random 0 359)
12
theDestroyer
)
)
; Chance that we stop
(if (leq (random 1 100) 5)
(sysCancelTimerEvent gSource "OnRevenge")
X-ray laser! Pew, pew pew!
> = = = = ۞
> = = = = ۞
- Aury
- Fleet Admiral
- Posts: 5510
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
Very.Atarlost wrote:That's after the lair is blasted? That's just crazy.

(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
The RNG is quite strange then, as I have an apparent coincidence in all my play-throughs. =S
Most curious.
Most curious.
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
http://xelerus.de/index.php?s=mod&id=789
- Aury
- Fleet Admiral
- Posts: 5510
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
No... each time after the first 12 it spawns has a 95% chance of occurring...Wurmish wrote:The RNG is quite strange then, as I have an apparent coincidence in all my play-throughs. =S
Most curious.

(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
And after I kill the nearby nests I always get that 5% chance of it being done...Wolfy wrote:No... each time after the first 12 it spawns has a 95% chance of occurring...Wurmish wrote:The RNG is quite strange then, as I have an apparent coincidence in all my play-throughs. =S
Most curious.
Maybe this play-through will be different. At least I've never had to farm sentinels yet, always gotten my data before everyone got bagged. Neurohack ish my favorite by far.
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
http://xelerus.de/index.php?s=mod&id=789
- Fossaman
- Militia Captain
- Posts: 556
- Joined: Tue Mar 07, 2006 12:56 am
- Location: Traveling to the galactic core
See, I just fly in circles around the nest until they stop following me. The pteravore 'weapon' does have a max lifetime. You don't need to shoot at them.
Or you can run them into a solid object. That works too. The pteravores in Heretic can easily be run into the Manipulators to get rid of the revenge spawns.
Or you can run them into a solid object. That works too. The pteravores in Heretic can easily be run into the Manipulators to get rid of the revenge spawns.
X-ray laser! Pew, pew pew!
> = = = = ۞
> = = = = ۞
-
- Commonwealth Pilot
- Posts: 66
- Joined: Wed Mar 21, 2007 12:45 am
Pteravore nests are always full of pteracnium ore. Is pteracnium pteravore poo? Is the military might of the Commonwealth based on alien droppings?