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Good guys & Bad guys

I'm working on my [RSE] Series... The series is built for KDF officers. During a ground combat sequence, I want Federation & Romulan Republic groups to ally against the PC and Imperial Romulans...

If I'm just putting Republic against Imperials, I can easily spawn mobs of the "wrong" side and reskin them...

But when I add the Federation faction, the Ally & Enemy problem comes into play... because the Feds won't attack the Republic (reskinned as Imperials)... but will attack the Imperials (reskinned as Republic).... If I switch it around, then the "bad guys" won't attack each other--which is what I want--but my Imperial allies are hostile, while the Republic enemy are friendly to me.

IDK how I'm gonna fix this. Is there any way to force an allegiance/enemy flag that I don't know about?
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Comments

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Nope, we have certain limitations there. Which is apparently hard coded into the game or something.
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  • trennantrennan Member Posts: 2,839 Arc User
    Hmm.. have you tried this with neutral groups? To see if you can get the enemy groups to attack them?
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    um... we have very few neutrals. It might just be targs.
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    My character Tsin'xing
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  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    You're going to have to go with a characteristically foundry solution (ie. improvise, because we cannot create new behavior settings for ourselves):

    1. Reskin FED mobs as Romulans for Republic Romulans (wrong weapons but in this specific encounter there's no way around it that I can see.)
    2. Reskin Nausicaan or Orion mobs (depending on how you feel about the look of the weapons) as Imperial Romulans. These will attack FED but not KDF.
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