looks like this quest gen is going to need some more work. i tried spawning the herd and hunters at the same time. but the herd is just a random wilderness encounter based on terrain type, which is often a critter the hunters can't really take on. and the hunters are using "defend location" AI, with the quest location as the location to defend. the critters follow their normal AI for their species, which is either "defend against weaker and flee from stronger" or that plus "hunt or pack hunt equal or weaker" (for predators). put it all together, and the hunters attack whatever is closest to their spawn point, even if its a herd animal they can't possibly kill. when they get close to a tough herd animal, the herd animal moves to attack them, and the hunters flee back to the spawn point, then turn and attack whatever is closest once again. if the player remains farther than the herd from the hunters, the hunters ignore the player. in some cases the herd is predators (american scimitar cat) and attacks and kills the player. in other cases the herd (woolly mammoth) kills the hunters! about the only thing left to try is spawning the herd far from the quest location, so the player is guaranteed to be the closest thing to the quest location the hunters are defending. that might get the desired basic behavior, but technically it wouldn't really be the desired behavior. the hunters should attack the player, not defend a location. or they should attack the herd until the player attacks them, then attack the player. and the herd should probably be something that hunters might hunt, and not a "sacred" sabertooth or some other impossible to kill critter.
hmm... why does everything always have to be complicated? <g>.