They had a chance of mounting npc-compatible equipment, such as shield boosters and injectors.
I also gave them a significantly altered thargoidAI.plist so they no longer got bored and (briefly at least) quit attacking you.
Their destination-of-choice was changed to the witchpoint instead of somewhat near the planet -- this change is significant because Thargoid groups heading to the planet spread out to the point they were no longer within scanner distance of each other as each one chose different destination points around the planet. This change also makes them less likely to get "pulled" (by fleeing npc ships) towards the main station, which they could not destroy anyway.
I added "PLAYER WITCHSPACE" = (enterPlayerWormhole); to their "ATTACK_SHIP" section, so they could even follow you if you try to hyperspace to escape.
Thargons are also changed, though not enough. I tried to get them to follow Thargoids around via a modified thargletAI.plist, but it's still somewhat unreliable. Thargoids have no way to recover or reactivate Thargons after they do "becomeUncontrolledThargon" either, so it's pretty important for Thargons to follow Thargoids closely.
I have noticed that if enough Thargoids (and possibly Thargons as well) follow the player through a wormhole, that they often crash into each other on the exit side because the first one to emerge just stops dead for ~5 seconds due to its AI.plist script.
