More Spawns

Mod releases and conversions for Current versions of TTW
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Laclongquan
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Re: More Spawns

Post by Laclongquan » Thu May 27, 2021 8:21 am

FiftyTifty wrote:
Mon May 24, 2021 9:51 pm
I remember feeling iffy about adding the aliens, since you'd get an immense amount of Zetan gear. It's trivial to add mobs though, just chuck in the base record FormIDs into one of the .txt files.
In comparison with The Pitt's Trog Hordes, for your worry about more spawn affect economy of loot.

Trog is the typical example of fast moving hard hitting melee machine. Hard hitting because my Courier typically wear Naughty Nightwear fighting.

back to topic of the horde: They can move fast then jump on my courier fighting melee. VERY dangerous because at their range guns are pointing elsewhere. And that's with their huge size of savage or brute. If it's outdoor like the roof with 360o vision, I dont know where they will hit me.
++ IF it's small size of shielded aliens, that would be even harder to shoot because gun barrel will poke outside of their bodies.
++ MOjave's Bitter Spring Recreation Office, the room with 5 giant rats. More Spawns (and maybe other mods) up the number to 10. They swarm all over my trio. Sure, at 25HP apiece, that's just one burst kill but the number is OVERWHELMING. even counting that small office full of table.

I usually pick a good small location (like a doorway, or small corridor/walkway), firing up the auto axe and wait for them to move into my weapon. If they're far away, I throw a grenade in their direction to get their attention.

Conclusion: More Spawn work in great effect (as in threatening player) in Pitt. I used chems all the time to raise my defense, throw grenades to get their attention, and if not for the need of using auto axe to kill, would waste bullets on such poor target. Fighting trog is a losing proposal in term of loot vs expended resource.
Last edited by Laclongquan on Fri Jul 30, 2021 7:26 am, edited 1 time in total.

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Re: More Spawns

Post by Laclongquan » Thu Jun 03, 2021 4:01 am

More Spawn doesnt seem to work in the Ruined House's basement when we recover the book for that Dark Heart of blackhall quest. I've been expecting a big fight and there's only 5 measly targets bursting in one after another. I check and all are basic spawn of the game, not mod.

Sure, sure, I've killed all the surface targets (and there's more spawn targets) before getting down (no sneakee for me). STILL!!! That's too low a number.

If there's a, say, 5 Bruisers or Trackers (swampfolk) bursting in that close quarter of tunnels, I might have been in quite a pickle (gun barrel poking out of their backs)

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Re: More Spawns

Post by Laclongquan » Sat Jun 05, 2021 4:24 pm

In the close confine of National Archives' Sub section, the amount SM, particularly the overlords, make for pretty exhilarating experience.

It's to the point I use turbo to raise reflex speed, throw like 4-5 plasma grenade down the stair, and barely has the time to raise up a modded LMG with AP ammo up before the wave hit. It's necessary because the corpses will block bullets' balistics so you need to destroy the corpse or throw it away with explosions. And when three overlords hit at melee range, it's rock and roll time~

The rotunda fights are not actually that hard because you have pretty open space. Even the secure wing east throw robots one at a time at us.
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in conclusion, regarding More Spawn

There is a delicate balance between the amount of HP/armor of targets and the size of it (which related to how closely they can pack into one's close space). While albino are tougher than overlord, they usually appear in the wild open, so we can see them at some distance. If there's two or three tough scorpions like that at one concentration? I throw a mininuke at that. Sometimes two. The cost of 1/2 nukes are probabbly cheaper than the amount of AP ammo you are going to waste into their tough carcasses to achieve same kind of damage.

Deathclaws? Nough said. In the close confine of Olney sewer, there's only one for each section, so no pressing at all~ In the wild open? You usually have time to go to stealth and break their legs.

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Re: More Spawns

Post by Laclongquan » Sat Jun 19, 2021 11:38 am

The Columbus Circle area doesnt seem to have MORE SPAWN, I think. There's a one, and a two SM here and there. Even the close confine of Stair Wells dont have any. Nor the platform of the Tracks.

And same deal with Deathclaw Sanctuary. Visit it at level 30 and there's no more than 6 inside. I could have used double that amount. Because 6 can only manage one time to doubleteam me. Both DS and yao guai cave could have used double the standard amount~
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On another note, the Capitol Building areas are wonderful.

There's a bunch of SM, and a bunch of Talons, and they are shooting at each other. Due to the nature of terrain, I either in the back of this group, or that group, so it's not dangerous but it's pretty fun to take part in big fire fight and shooting them in the back.

The SM Behemoth fight is of that class. I saw how many of each type, and I saw the Behemoth...

So I said "Fuck this for a game of soldier." And break out my Fatman to shoot at it INDOOR. Faster than even the Talon scripted to shoot his Fatman.

While a good tactical decision, I still regret that I overwrite the save before that, so I can not redo that battle for fun.
Last edited by Laclongquan on Mon Jun 21, 2021 3:43 pm, edited 1 time in total.

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Re: More Spawns

Post by Laclongquan » Mon Jun 21, 2021 1:46 am

@fiftytifty how is this mod working with mojave raider, mojave wild life mod?

Iam thinking about adding these for my mjv adenture next and i wonder about compatibility
At early stage from Goodspring to Novac, More Spawn work not effective enough. There's a lack of dungeons, and the wide open space just limit the pressure. The Raided Farmhouse encounter can be considered a classic illustration: We have two groups convenging on the location, and the pressure should have very big. But the wide range mean they get cut down from afar.

3X just dont cut the mustard for such range. 4X or 5x maybe.

So I install Mojave Raiders to see if I can up the pressure.
EDIT: the very limit of Mojave raider gangs make for boring opponents. Their equipment sucks, and their HP suck even more. 35 HP seem to be their limit, which mean one burst, one kill.

The DLC spawns do follow PC level, so the difference between DLC spawns and Mojave become very striking.

Mojave Raiders are becoming a disappointment. I am thinking of other raiders mod that change leveled list. If your average raiders dont become tougher, they are just a laugh and a sneer.
Last edited by Laclongquan on Mon Jul 26, 2021 3:46 am, edited 2 times in total.

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Re: More Spawns

Post by Laclongquan » Sat Jul 03, 2021 4:22 pm

More Spawn work badly with Raven Rock

For one thing, the damn place is crawling with low level enclave trooper: 25HP? Feh~

So i guess this affect the quality of More Spawns.

The Prime Optimus Siege Battle is better. Despite feeling not enough More Spawns, at least they all are pure 250HP+ with 30DT+.

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Re: More Spawns

Post by Laclongquan » Wed Jul 07, 2021 5:30 am

More Spawn work pretty good with Satellite Relay Station, the battlemap after Prime getting orbital striked to smitherens.

It's a tight maze/corridor so main char getting joggled quite a bit by both hostiles and BOS allies. And the reason where we dont dare to throw grenades twice or thrice is entirely thanks to the latter.

In contrast to that, the previous map, Battle of Rockland, is too big, so the current More Spawn wont do much. Too big map, too many allies, so the hostile firepower get spread out quite a bit ==> not dangerous at all.

To make it dangerous, it would be a big change/mod to that map, with all the enclave troopers carry missile and plasma grenades. THAT kind of splashing damage spread around would make it hard.

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Re: More Spawns

Post by Laclongquan » Sun Jul 11, 2021 1:32 am

The Base and Mobile Crawler Base are not very hard because it's too bloody open. So no way you can spawn enough to create a pressure. The mobile base has potential, but the force field stop that. let say sigma squad. They should have storm out and flood over me. but the forcefield stop them, so some of them went back upstair and go to next map.

The single hair raising moment is from Artilery strike in the base. Too sudden so we didnt know where it come from

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Re: More Spawns

Post by Laclongquan » Thu Jul 15, 2021 3:28 am

Arrive at Mojave at level 1 (mod) and empty inventory.

I put More Spawn below Mojave Raiders in load order and the raiders marked with fyty start appearing. Now the number is more like it~ :P

EDIT: the very limit of Mojave raider gangs make for boring opponents. Their equipment sucks, and their HP suck even more. 35 HP seem to be their limit, which mean one burst, one kill.

The DLC spawns do follow PC level, so the difference between DLC spawns and Mojave become very striking.
Last edited by Laclongquan on Mon Jul 26, 2021 3:43 am, edited 1 time in total.

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Re: More Spawns

Post by Laclongquan » Fri Jul 23, 2021 2:59 am

More Spawns dont seem to work with Zion (Honest Hearts) and Sierra Madre (Dead Money).

SM dont need it because Ghost People can be a big challenge for non-tactical players. But Zion is a damn shame: It's a big hunting safari that could use more animals as well as White Legs.

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