Doesn't the number of guards depend only on the value of the guarded object(s)?
Number of monsters = (object value / monster value) * k
k is a random variance coefficient.
Or am I mistaken? Maybe k isn't that random? :smile11:
The calculation for hidden caches is different. The type of spawn is also taken into account - human, computer, treasure + the size of the zone, and the zones are assigned a monster strength - "no", "weak", "average", or "tough".
The size of the zone plays a significant role.
LeBron, perhaps you had different spawn sizes?
In general, I'll attach an explanation from ZDO.
Treasure Blocks
Zones specify treasures in terms of a range of total value, and a density.
Each zone can have 3 different sets of treasure value / density specs.
Treasure blocks may contain any number of treasures, a guarding monster or border guard, and an obstacle mask.
Creating a Treasure Block
Total desired value of each treasure block is random within a range.
Choose treasures from those worth 1/4 of unused value to all of remaining value.
Must be able to trace a path from any treasure’s trigger point to any other inside the block.
First treasure in block can be a permanent object.
Additional treasures must be placed adjacent to an earlier trigger point.
Remaining treasures must be removable.
Many objects can only be approached from the south. New treasures cannot block or be blocked by earlier treasures.
Some treasure objects have restricted quantities. A second Temple in the same zone is not valuable, and can appear repetitive.