How does the AI prioritize targets?

Does anyone know which attributes of ships and planet modules are used to determine targeting priority? I am currently trying to bump the priority of jump blockers so that fleets (bombers especially) will try to destroy these before taking on the starbase.

7,026 views 7 replies
Reply #1 Top

I'm not sure in regards to structures. Planet Module Role Type I believe.

Reply #2 Top

It depends on the type of damage they do. Orgovs, for example, will target structures (though it will be star bases) first while bombers prefer heavy cruisers and capital ships over star bases. To override this you simply have to do a little micro-managing.

 

Reply #3 Top

Quoting Ryat, reply 2
It depends on the type of damage they do. Orgovs, for example, will target structures (though it will be star bases) first while bombers prefer heavy cruisers and capital ships over star bases. To override this you simply have to do a little micro-managing.

 
End of Ryat's quote

He's talking about getting the AI to prioritize structures. For example ogrovs will target point defense over extractors.

Reply #4 Top

For my fleets it's fine to target these structures manually, but the AI has real trouble whenever they decide to invade a system. If they can't take out the starbase, they'll retreat without touching any of the phase blockers and sit at the edge of the gravity well while I mop them up.

I'm thinking I can fudge the entity a bit to get the behavior I want, say by putting a gun on it that does 10k damage but can't fire. But I'd prefer to not have the whole enemy fleet fly through a gauntlet of ships/starbases to blow up a phase blocker either, so some fine control over who attacks (bombers) and who doesn't (HC) would be ideal.

Reply #5 Top

We don't have that fine of control over the AI. I wish we did sometimes *glares at the Pirate AI*.

Reply #6 Top

AI is hardcoded.. So there is not much we can do to change targeting priority's. 

Reply #7 Top

You'd have to give the jump blockers a different armor type besides "Module" that all structures and starbases use. Pirates armor type I believe is not being used, so if you change that to be higher than module for every weapons type, even by 0.01, they should attack that first.