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beaver1981

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beaver1981

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AI scripts & overhauled drones for a better combat experience. Based on "Better turrets" by Cicero111.

This is WIP but should work as intended. Please report if you see something strange.

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Please read description.
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- Compatible with Autotrain (needs optional file)

- Compatible with CWIR 1.65

- Compatible with LostSectors

- Is not intended to be used with MICT/MCT.

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The last Update is a quick rewrite for XR 4.3
It might need some refinement.
I did not have much time for testing, so please report bugs.

I suggest to use this mod in combination with CES:
https://www.nexusmods.com/xrebirth/mods/503
It can be configured to fix your needs. 


What it does:

- It changes targeting logic for the defense officer AI on all capital ships.

- Skill checks for detecting targets. Bad DOs won´t detect targets that often and have a lower chance to detect surface elements and drone targets.

- Line of sight check for surface elements on cap ships.

- Target priority logic for turrets (fighters -> cap surface elements -> hull). Similar logic when atacking stations.

- All drones have more hull and shields added. Overrun MK2 URVs have guided missiles. Changed model of Assault URV to combat drone model and added torpedo launchers. Changed hull and on player-controlled drones and added shields.

- Limits the defense-drone targets to be within 7.5km to avoid drones wandering off.

- Changed the way drones are launched. Frequency of dronelaunch is depends on DO´s skills. Launch-frequency for assault drones is a bit lower.

- L/XL ships will launch Assault URVs against L/XL ships and stations if they are more than 7.5km away, within a 35km range and DO is in offensive mode. They are like a long-range first-strike weapon. They will bombard the hull with their torpedos. Within the 7.5km range defense-drones will take over and will support close-combat with target-priorisation as above.

Be warned: Only use Assuault URVs when hunting in the wilderness... ...they may cause a massive amount of friendly fire.

- "Big gun" control (Balor/Sucellus). Will not fire the "big guns" except on stations and XL ships.

- Capship wingmen wil "inherit" their leader DO offensive/defnesive (might take some seconds before they get the memo).

- Drones will if their target is destroyed check with their DO for a new one before returning home.

- Player caps and friendly cap NPC's will stop shooting at target`s hull immediatly if it's is boarded by the player.


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This matches with XR 4.3 combat scripts and won´t work in earlier versions.
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Use at your own risk!
Potentially not savegame-safe!
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Feedback welcome!

Happy hunting!

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