SirArthurIV Posted Thursday at 12:48 PM Posted Thursday at 12:48 PM (edited) I'm making a gang for my scenario and am having trouble with the tedious aspects of it. Namely I want the gang to have diverse members and not be simply clones of eachother. The only way I have found to do this is create identical enemies with the same name, powers, and other trappings and just change the skin tone, size, and little body shape aspects on them. Is there a way to implement some level of shortcut or randomization in this aspect so I don't drive myself nuts on this minutia? Edited Thursday at 12:49 PM by SirArthurIV
sponazgul Posted Thursday at 01:21 PM Posted Thursday at 01:21 PM Your problem is relatable! I don’t know of any way to randomize or simplify this. The process you describe is pretty much the process I’ve followed in the past.
Jiro Ito Posted Thursday at 03:56 PM Posted Thursday at 03:56 PM There are a couple of shortcuts you can take, as opposed to starting over each time. One is to save your "thug" outfit template, then you can load the outfit for each new character. Another trick I find helpful when creating similar minions is to create one NPC and save them, save your group, then reopen the saved minion and go to the last page where you enter their name, group affiliation and description. Go down to the Save Path, and let's say your save path says "Thug", add a "1" after that so it says "Thug1" and this functions as a Save As feature. When you go back to the enemy group page, you'll know have two characters there, both named Thug with the same powersets and appearance. You can then make small alterations like changing a shirt color or whatever, without having to recreate each NPC from scratch. Any randomizer would randomize the full spectrum of available options, so not sure you want your thugs with fish faces and bird wings and robot legs, but, maybe you do! It's not an option at this time unfortunately. 1 Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
cranebump Posted Thursday at 08:03 PM Posted Thursday at 08:03 PM Bear in mind that you need only customize one group’s features, then change the save file when you advance them to the next tier. For example, I make 6 minion thugs, I can always open the files for them, click “Lieutenant” (it will add additional powers by itself, in most cases), then save the LT as “Thug1LT” or something like that. Since it’s just a more powerful interaction of the same dude, there’s no need to customize it further I’d you don’t want to. Beyond that I would offer that the minutiae is kind of the point, when you’re customizing. For good and I’ll. 1 I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.
ZamuelNow Posted yesterday at 12:04 AM Posted yesterday at 12:04 AM 3 hours ago, cranebump said: Since it’s just a more powerful interaction of the same dude, there’s no need to customize it further if you don’t want to. Beyond that I would offer that the minutiae is kind of the point, when you’re customizing. For good and ill. It can be a lot of fun to design themes for enemy groups and adjustments like this are a great start. Differences can go subtle or wide. I do wish the color picker had a more defined grid, though. 1 AE Arcs: Search for @ZamuelNow Dhahabu Kingdom and the Indelible Curse of Hate [60044] and Dhahabu Kingdom and the Unfathomable Nightmare of Sand [61528] Consideration of Knowledge [65341]
Jiro Ito Posted yesterday at 12:45 AM Posted yesterday at 12:45 AM 39 minutes ago, ZamuelNow said: It can be a lot of fun to design themes for enemy groups and adjustments like this are a great start. Differences can go subtle or wide. I do wish the color picker had a more defined grid, though. I wish we had metallic colors 😕 Play my AE Adventures, listed under @Jiro Ito, including award winners: "The Headless Huntsman of Salamanca" #43870 **Scrapbot AE Contest Winner May 2022** "On the Claw-Tipped Wings of Betrayal" #43524 **November 2021 Dev's Choice** "The Defenders of Talos" #44578 **Mission Architect Competition Winner for October 2021: REBIRTH**
Clave Dark 5 Posted 14 hours ago Posted 14 hours ago On 8/28/2025 at 6:45 PM, Jiro Ito said: I wish we had metallic colors 😕 I think that's more a "texture" than a "color," which means a whole nuther kettle of coding ("codding"?) fish to create for the game. But I too wish we had a true color grid, as the current favors cooler colors far more over warmer ones. 1 1 Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game... ╔═══════════════════════════════════════════════════════════════════════════════════╗ Clave's Sure-Fire Secrets to Enjoying City Of Heroes Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise. This game isn't hard work, it's easy! Go have fun! ╚═══════════════════════════════════════════════════════════════════════════════════╝
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