Surrounding Enemy Group


Coulomb2

 

Posted

Allies,

I'm confused on how to create a boss encounter where they have no units around them (other than some wandering patrol or otherwise unconnected mob.)

I've set the Surrounding Enemy Group to "empty", but on my mission maps they end up with an entourage of whatever units that are native to the map.

Is there something else I can do to have a solitary boss encounter? (The problem I am facing: I have the objective set so only the boss needs to be defeated to clear the objective, but it appears the uninvited posse around the boss needs to be cleared to, and that's not what I want. I suppose I could make the map empty of units other than patrols and specific encounters, but I'm hoping not to have to do that either.)

Thanks in advance,


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Posted

I *think* the problem here is that you are setting the enemy group to "empty." I believe "boss only" is one of the options under the difficulty setting for the surrounding group (i.e. your options are easy, medium, hard, and boss only), and that'll allow the boss to spawn on its own, without surrounding mobs.

I'm going by memory, though, so I'm not totally sure I'm right...


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Posted

Quote:
Originally Posted by Coulomb2 View Post
I *think* the problem here is that you are setting the enemy group to "empty." I believe "boss only" is one of the options under the difficulty setting for the surrounding group (i.e. your options are easy, medium, hard, and boss only), and that'll allow the boss to spawn on its own, without surrounding mobs.

I'm going by memory, though, so I'm not totally sure I'm right...
You are probably correct, and it's just an interface comprehension fail on my part.

I seem to remember that there used to be an option called "Single" on boss difficulty, but I was only seeing Easy, Medium, and Hard.

I'll look there again. If I find it, I'll man up and admit my error.

Thanks for the feedback


Virtue Server-

MA: (All SFMA, all technically long/very long, but all play quickly)

#200411 "Exploding Planet" (I apologize in advance for the final mission, but in all likelihood, the planet will explode.)

#144416 "Shadow of Grime Alley"

#161003 "You Don't Know Beanstalk, Jack"

 

Posted

The way I had to do this back in the day (which I don't recall if it's changed or not) is set the mission map enemy group to 'empty' as well as set the bosses surrounding enemy group as 'empty'.

The downside to this is if you want the map to feel like it has regular spawns, you would have to populate it with generic boss spawns (using minions or lieutenants in the boss slot). Of course, in that same sense. You have greater control over where you want your enemies to spawn.


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Posted

Quote:
Originally Posted by Mystic_Fortune View Post
The way I had to do this back in the day (which I don't recall if it's changed or not) is set the mission map enemy group to 'empty' as well as set the bosses surrounding enemy group as 'empty'.

The downside to this is if you want the map to feel like it has regular spawns, you would have to populate it with generic boss spawns (using minions or lieutenants in the boss slot). Of course, in that same sense. You have greater control over where you want your enemies to spawn.

There was at least a bug at some point (which maybe they still haven't fixed?) where if the boss was set to "empty" enemy group it would auto-spawn the native group if the boss was the same enemy group, unless you set the entire mission to empty.

So one solution is as quoted here, another is to make a copy of the boss in his own enemy group then it shouldn't spawn the native group. I recall that being a workaround in the past.


 

Posted

Quote:
Originally Posted by Evangel_NA View Post
There was at least a bug at some point (which maybe they still haven't fixed?) where if the boss was set to "empty" enemy group it would auto-spawn the native group if the boss was the same enemy group, unless you set the entire mission to empty.

So one solution is as quoted here, another is to make a copy of the boss in his own enemy group then it shouldn't spawn the native group. I recall that being a workaround in the past.
I appreciate the feedback and the tip. I'll try that out.

Best regards,


Virtue Server-

MA: (All SFMA, all technically long/very long, but all play quickly)

#200411 "Exploding Planet" (I apologize in advance for the final mission, but in all likelihood, the planet will explode.)

#144416 "Shadow of Grime Alley"

#161003 "You Don't Know Beanstalk, Jack"

 

Posted

Quote:
Originally Posted by Mystic_Fortune View Post
The way I had to do this back in the day (which I don't recall if it's changed or not) is set the mission map enemy group to 'empty' as well as set the bosses surrounding enemy group as 'empty'.
I was trying to resolve the same issue and this solution worked for what I wanted to do.

Thanks for posting it.