5th Column Custom Group Issues
I don't think the randoms work as well as putting the individual enemies in the group. Because that random minion only counts as one possible enemy next to your customs. Rather then all the enemies it could bring up.
Case in point. I made a group of renegade lost. I have 2 custom minions, 2 custom lts, and a custom boss. Primarily so they can be fought up to level 50. I put in random lost and played the mission at a level that regular lost would appear at and I saw a whopping total of 1 critter that wasn't custom.
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I don't think the randoms work as well as putting the individual enemies in the group. Because that random minion only counts as one possible enemy next to your customs. Rather then all the enemies it could bring up.
Case in point. I made a group of renegade lost. I have 2 custom minions, 2 custom lts, and a custom boss. Primarily so they can be fought up to level 50. I put in random lost and played the mission at a level that regular lost would appear at and I saw a whopping total of 1 critter that wasn't custom.
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yep, with random enemies, I think it just checks the randomizer for each spawn... if the randomizer turns up 'level 15 lut' and you are level 30, instead of looking for a more appropriate level enemy it just says "Nope, That doesn't work" and moves on to the next possible choice, most likely one of your customs.
when I manually add all the possible enemies, at all level scales, I get a more even distribution of enemies. I guess you could consider it a 'bug' and report it as such.
So I made a custom enemy group with 2 originally created bosses (EB and AV), and I added some 5th column into the custom group.
I seletced random minion, luet, and boss levels 1-54. I entered the mish to test and I had no minions populating tghr map, except my custom cirtters aand they were everywhere.
I removed the 5th and instead replaced them with the COuncil. Everything worked fine. what gives?