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Combat AI
This is a list of targeting priorities,sort all targets as described, then pick the one hat is first on that list, if more then one then apply the next priority, or if there is no more priorities then pick at random
If a priority would result in no valid targets skip that priority instead.
Nearest (5 range)
this means "Sort from smallest to largest By round(Range/5)" then pick the first - which will usually be several craft/targets in larger battles.
Not sure if that kind of Targeting Priority is possible, but it would really help the FIghters pick targets and finish of wounded ones rather than spread their DPS evenly ...
This is what I'd like to see:
Bomber
targets ships
torpedo style weapon (high dps, low rof)
high shield, high hull
Combat AI: Biggest, Nearest (5 range), Lowest HP (5%), highest DPS (10/s), Nearest to Fleet (10 range), Nearest
Fighter
targets ships and strike craft
autocannon style weapon (moderate dps, moderate rof)
Combat AI: Bomber, Fighter, Interceptor, then as Bomber Combat AI
Interceptor
targets ships, strike craft and missiles
medium shield, low hull
Combat AI: Bomber, Torpedo, Fighter, Missile, Interceptor, Nearest to Carrier (10 range), lowest HP (5%), Nearest
Bomber for DPS
Interceptor for Strike Craft PD
Fighter for hybrid but worse than either at their role
Any chance you could include something like that in your mod - or better make a separate one for that?
That would be absoluetly fantastic!
Thanks for your work!
They seem to contradict or duplicate each other.
Both this mod and NSC overwrite common/component_templates/00_strike_craft.txt, and given how alphasort-order is used for overrides, NSC fighter stats (and new tiers of fighters from there) will be used over this mod.
Mod you've linked does the same, and is even highier in load order, overwriting fighters from NSC.
So afaict none of these should be compatible with this mod in any way, or any fighter mod for that matter, unless it only adds new techs without modifying existing fighter stats.
https://steamcommunity.com/sharedfiles/filedetails/?id=1372641051
PD gets much better the longer the battle goes on as fighters die-off, and I've only ran tiny battles with up to a dozen ships, so that conclusion probably doesn't apply to more realistic mid/large battles.
Which makes ignoring PD entirely a best tactic vs hangars by a huge margin (esp. because it'd work vs everything else too), and just focus on killing carriers as fast as possible.