Two technical questions


Alari_Azure

 

Posted

I have a couple of questions about how to do things in the Architect and what works and what doesn't.

Question 1: Can I make a boss fight that features an enemy that is NOT a boss in the "boss" slot? Theoretically, I don't see why that wouldn't be the case, but in practice it the interface does not seem to list anything OTHER than a boss in the boss selection dropdown.

Assuming it's not possible, how can I have a boss fight that's against a lieutenant, such as how many Nemesis missions end on a lieutenant who is a human, rather than on a Warhulk or a Fake Nemesis, who are generally NOT all human.

Question 2: Is it possible to have multiple unlike objectives have the same clue and make it so it only appears once? I know that if compass objective names for multiple objectives are the same, the system will pool them together, but can it do the same with clues? I have four separate boss fights, each with a different character, and all of which have to lead to the same conclusion. It would be quite silly to repeat the same thing for each character.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

For 1. Make a custom group, and put into it only a minion (or a lieut or whatever you want to usexas your 'boss'. Then choose this group and it'll let you choose the minion fir your bosscencoubter

For 2. You could chain the bosses and have the finall one drop the clue you want.
Eco


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The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

First question I can help with. Yes, you can set an LT as a "boss fight." It's a great way to add dialog into the mission. Make a non-required boss fight, pick an LT as the boss, don't put navigation text, and now you have a talking spawn that's not overly difficult.


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Posted

Identical navbar text for unlike objectives is both deceptively simple and a colossal pain in the [censored]- basically, it consists of putting identical text in each box, and then screwing around with it until it works.

And be prepared for it to break every... single... damn... patch!

(sorry, sore point for me >.&lt


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

Posted

The collection items can be fairly simple (I recently found this possibility, sort of by accident). If you have 4 separate items that you want to be treated as one nav text, you name each item in the 'collectible' description by it's individual name, so when you ID it, it shows that name. Then, in the nav text you give the group of items a name that covers the whole group.

Example:

You have 4 different items: apple, orange, banana, lemon
Each are identified in their collectible name as such.

Make up a name for the whole bunch, in this case, maybe 'Fruit'.

Nav text plural: Fruit to find
Nav text singular: 1 Fruit left to find

Use the same identical nav text for all of the separate items.

You can also set all of the nav text as a certain color to make it easier to catch the eye. When I used this, I made the actual nav text for plural set as yellow, but I didn't include the number '1' in the colored text for 'singular'. That way, the number stands out the same as it does when the numbers are added by the system.

Voila! All in one nav text.


No AV/EBs Deal with The Devil's Pawn-207266 Slash DeMento and the Stolen Weapons-100045 Meet the Demon Spawn-151099 Feedback

 

Posted

[ QUOTE ]
For 1. Make a custom group, and put into it only a minion (or a lieut or whatever you want to usexas your 'boss'. Then choose this group and it'll let you choose the minion fir your bosscencoubter

[/ QUOTE ]

Well that's a fat workaraound... But it should work Can't test it now as I'm mid-way through Terra's humongous map, but I'll let you know how that goes a soon as I can try it.

As far as chaining the bosses, that's a bad move I don't want to resort to, because I don't trust the map to put them in the right order and could lead to an "earlier" boss spawning after the later one, meaning the player would have to backtrack. Not good.

Still, I can just put a mission complete clue about them.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

[ QUOTE ]
You can also set all of the nav text as a certain color to make it easier to catch the eye. When I used this, I made the actual nav text for plural set as yellow, but I didn't include the number '1' in the colored text for 'singular'. That way, the number stands out the same as it does when the numbers are added by the system.

[/ QUOTE ]

Yeah, making them one thing on the nav bar is easy, as there's a system that actually looks for that. Unifying their clues such that all items will give the same clue and it will be given only ONCE, that's tough


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

[ QUOTE ]
[ QUOTE ]
You can also set all of the nav text as a certain color to make it easier to catch the eye. When I used this, I made the actual nav text for plural set as yellow, but I didn't include the number '1' in the colored text for 'singular'. That way, the number stands out the same as it does when the numbers are added by the system.

[/ QUOTE ]

Yeah, making them one thing on the nav bar is easy, as there's a system that actually looks for that. Unifying their clues such that all items will give the same clue and it will be given only ONCE, that's tough

[/ QUOTE ]

Hmmm... yeah, that's not going to be easy, yet. I just gave each one it's own clue that described each separate component, in this instance. In I15, I think someone said they will be possible to link together in a chain. That would be ideal for this situation.


No AV/EBs Deal with The Devil's Pawn-207266 Slash DeMento and the Stolen Weapons-100045 Meet the Demon Spawn-151099 Feedback

 

Posted

... if you only want the clue given once, then wouldn't only attaching it to one thing work..?


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

Posted

Possibly. But, if the clue gives away info too early (before you find the rest of the items) it could be a story buster. It all depends on when you want the clue to be revealed in the story.


No AV/EBs Deal with The Devil's Pawn-207266 Slash DeMento and the Stolen Weapons-100045 Meet the Demon Spawn-151099 Feedback

 

Posted

[ QUOTE ]
... if you only want the clue given once, then wouldn't only attaching it to one thing work..?

[/ QUOTE ]

In my case it's a revelation that would be apparent from accomplishing ANY of the objectives, so NOT getting it for accomplishing all bur one of them would be inappropriate. Sort of "Hey, so that's how that was!" "Duh! We've know! You've found this out, like, three times already!"

Like I said, it's probably better to put in a mission complete clue at the end. That both keeps things consistent and acts as a summary, rather than a play-by-play observation, as well as not cluttering up the clue window with dozens of 'em, since they never disappear on player missions.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.