I had this problem when I was compiling the Bounty Hunter AI for the Contractor OXP.Ramirez wrote:I've played around with the AI a little and I think I've made the opponents slightly more aggressive by making more use of the interceptAI.plist - this is what the police vipers use and they seem to be quite persistent when it comes to attacking.
I used a fusion of Pirate, Thargoid, Patrol and Intercept AIs . In the end I had almost everything set to 'Attack Ship' (replacing a lot of the 'Perform Flee' commands).
One thing I tried (with limited success) was to alter the 'Flee' parameters a bit. I greatly reduced the distance to be flee'd, in the hope that instead of fleeing right off the scanner and not returning the NPC would flee enough to get out of trouble but then return to fight, say, when their energy had re-generated a bit. Same with incoming missiles. The NPC should try ecm (if fitted) and if that doesn't work flee a reduced distance, then return, only to flee again if you used a hardened missile.
The only real unknown here (to me at least) is the actual range of the scanners. I would like to set the flee distance within this range, but sometimes the NPC will stay within scanner range, and sometimes they would flee out of range, never to return. I couldn't set the range to be really small otherwise nothing would be able to flee at all...they'd just hang around with low energy, or a missile up their and get killed, and of course a dead enemy is not going to fight aggressively (or at all).