

- #STARSECTOR SHIPS WILL NOT ENGAGE ENEMIES MOD#
- #STARSECTOR SHIPS WILL NOT ENGAGE ENEMIES PATCH#
- #STARSECTOR SHIPS WILL NOT ENGAGE ENEMIES SIMULATOR#
- #STARSECTOR SHIPS WILL NOT ENGAGE ENEMIES FREE#
I keep stumbling into pirate groups who trash my fleet. but, fortunately, things like this are generally optional challenges.
#STARSECTOR SHIPS WILL NOT ENGAGE ENEMIES PATCH#
Remaining 5% was added this patch so I wouldn't be surprised if at least one of them looked innocent and then procedeed to mow down a 200DP fleet by itself. I can recognize about 95% of the ships out there, it then becomes relatively easy to figure out what is and isn't a good idea to fight. I mean, is this really possible or do you just mean quick save / quick load constantly? It takes a while to get used to it but there also is a logic in pretty much anything that happens, biggest difference you can make to the behaviour is through better officers. Ultimately AI that controls enemy ships is NOT better than the one you have.
#STARSECTOR SHIPS WILL NOT ENGAGE ENEMIES FREE#
Take your battles cautiously and feel free to escape if it looks tougher than it should. There are also some weapons and systems it uses REALLY well.
#STARSECTOR SHIPS WILL NOT ENGAGE ENEMIES SIMULATOR#
you have a simulator and missions readily available to optimize your loadouts and figure out what is and isn't a good idea. For instance AI Controlled Doom operates at like 1% of what human can do, AI also doesn't work great with more "assymetric" ships.
#STARSECTOR SHIPS WILL NOT ENGAGE ENEMIES MOD#
That's how you lose them.įourth, get a Speedup mod (I think it should work with latest version of Starsector already), it helps a LOT since many fights are really slow.įifth, certain ships are meh controlled by AI, that much IS true. Third, do not give individual smaller ships orders to attack larger ones. It's how you keep your ships grouped together so they don't get destroyed one by one. Second, make sure to use custom defined waypoints and defense orders. If you need something really dead - first try to order your largest vessels to do so but make sure you are not chasing too deep into enemy fleet - be ready to change such order.

So use smaller ones to work as escorts for them - they will stay at the back and protect them from any side enemies. Larger ships are generally stronger but they generally have exposed backs which can be abused by enemies. Now, onto actually understanding how orders work - first, use escorts often. Simply because Eagle outranges and outguns it to the point where your Brawler almost instantly needs to recharge it's shields which means turning around which means kaboom. If you are sending an LP Brawler at an Eagle then it is going to explode. Odyssey is a good example - while it's default state is not all that good for AI with some changes it can become a machine of mass destruction that can single handedly destroy fleets. Some can be but you need to experiment with weapons. Some ships really aren't great when controlled by AI. and occasional reckless for certain vessels where you can't use Aggressive. My own take is to use agressive officers for all larger ships and potentially steady for supports. There's also reckless which ignores everything that is NOT the target when thinking of the next move. You want to focus on aggressive (more likely to close distance and follow orders). Cautious might make some sense for carriers but otherwise is also meh. Timid officers are garbage, eject them from your fleet immediately. But then you also have timid, cautious, aggressive and reckless. Normal behaviour is "steady" which translates to relatively careful. This is how you affect how AI behaves (and make your fleet stronger).
