The player has several options to deal with inspections, selectable through the Avert dialog in the inspection's Intel screen display: Regardless of the option selected, the player can also personally engage and destroy the inspection fleet while having their transponder off, resulting in only a slight reputation loss. Each core has a chance to escape confiscation, depending on the ratio of the colony's ground defense strength to the fleet's strength. You would do well to build a variant looking through the eyes of the particular personality you have in mind. When emplaced, the core is required to be fitted with an entirely analogue loyalty-assurance device; usually this takes the form of a crude chemical explosive with a mechanical trigger. Even if all Pather bases and Luddic Path colonies are eradicated (including those in the Core Worlds), more will continue to spawn endlessly. This is a community attempt to document known or suspected AI behaviours for the purposes of enabling players to more intelligently design ships for AI use and thus have more useful AI wingman. If the AI has no friends to keep the enemies' guns busy it will behave much more cautiously and only vent when it is safe. Weapons that generate large bursts of flux, such as Phase Beams or AM Blasters, have their decision to fire based on the full flux of their burst, so the AI will be hesitant to fire them at all if too many are linked. Today in Starsector I start with two little ships with a goal of creating an AI core Farm.Socials.- Discord: https://discord.gg/XgCfG4d- Twitch: https://www.. Avoid the Radiants until you max it out in your own favor. They may also be docked at and traded with, assuming the player has the necessary reputation or their transponder is off. Handing in a single gamma core to Tri-Tachyon will get you +0 reputation, even if you do it twice in a row. Carriers (Drover, Heron and Astral are the best options, but any carrier is good enough) and few select direct combat ships. If one steady ship fights three, it is likely to act closer to a cautious ship, and the outnumbering ships will perform more aggressively. An AI core is incapable of affecting the outside world on its own. Ships with the CARRIER tag & also with the COMBAT tag will act as combat carriers. Expeditions start at a modest size but get larger as the faction involved sends more expeditions at the player. The Hegemony carries on these policies with even greater fervor. Never put UAF supercapital in Restoration Docks. Is a bit more aggressive than timid. Go to starsector r/starsector Posted by IcyGem. Does not consider non-target enemy ships. Higher-level cores are worth more, have better effects, and attract more Hegemony and Pather attention. I know everyone has their own Starsector best ships list but here is mine. There's two different learning curves to learn in parallel: On the tactical layer, you'd need to get a feel about how ships pilot in combat, and more importantly, how the AI handles your fellow ship loadouts. An object of fear, worship, and avarice; wars have been fought over the use and regulation of AI. Two Tesseracts are found guarding each Coronal Hypershunt, and one appears in a late-game, one-off contact bounty with a large Remnant fleet. An object of fear, worship, and avarice; wars have been fought over the use and regulation of AI. So guys it has been some time since our last fast guide on starsector. Alternatively, they can also be used to augment industries and structures on player colonies. If you set up a colony in a star system where another faction has a presence, they will disapprove of this and send expeditions to destroy the colony in a saturation bombardment. Pirate bases are typically the lowest level of orbital station, though may occasionally spawn as more powerful stations with deadlier defenders. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. This only occurs on AI ships, some of which can be salvaged with the tier 5 Automated Ships skill. Some of these also affect NPC colonies. Which then is entirely up to you giving it the correct fits to work with. I have played Starsector a long time ago and I could not find any weapon guides on youtube. Re: AI flies willingly to its own death.. Turret vs hardpoint (a given weapon across these two weapon mount types), Enemy missile potential threat (unfired, based on range), Proximity to non-primary target enemy ships, Current primary target flux level (as percentage), Flux cost of firing vs benefit (based per weapon group, not per weapon), Proximity to any threats (in order to safely vent), Friendly ships with same primary target (flanking), Internal back off threshold reached (will back off until safe to vent), Low armour on a facing (preference other facings), Ship TAGS, with particular note of carrier, carrier + combat, or civilian, Ships ordered to "Eliminate" or "Full Assault" will be more aggressive when facing an orbital station, Improved use of Maneuvering Jets/Plasma Jets to back off while at high flux, Ensured that retreat orders are obeyed promptly, "Escort" order will now take precedence over "Avoid", More liberal missile use when they're at full ammo and the ship is having difficulties, Further reduced tendency to fire off missiles vs unshielded ships, Fixed autofiring inaccuracy with dumbfire rockets/torpedoes when paired with missile speed bonuses, Also affects autofiring weapons on player's ship. Once they receive enough support, they will attempt to perform an act of terrorism within the colony to disrupt operations. This affects the stability and accessibility of the colony temporarily whenever it occurs, and varies in severity based on the amount of convoys interdicted. Some of these also affect NPC colonies. Other than this, fighting the expedition fleet(s) does not incur any direct reputation penalty. They may also be docked at and traded with, assuming the player has the necessary reputation or their transponder is off. Attempts to range to target enemy based on relative flux levels. In numerical terms a planet can bare at most an interest of 6 before Cells are installed. The faster ship dictates the pace of battle, by being able to engage and disengage at its whim. Territorial expeditions can be averted or fought off in the same way as other, "normal" expeditions. Repeat until you have enough cores. Strongly attempts to stay at range of its shortest non-missile weapon, including PD weapons. In this role they have the Industrial Planning skill and the unique Hypercognition skill, no salary, and do not count towards the administrator limit or personal colony cap. ** Fractional reputation values are rounded down. So thanks dude! A colony with high stability will often be able to fend these attacks off, however a successful attack will disrupt an industry or cause a temporary stability penalty. Installing a beta core in an industry reduces its demand for all commodities by one, and reduces its upkeep cost by 25%. This will make the Hegemony immediately turn hostile when the fleet arrives in-system. To install the mod, simply download the .zip file from the link above, unzip it in your Starsector mods directory, and enable it in the launcher. And now we ar. AI doesn't escort if they have bombers. What came after was unexpected, the insane leader of the "New Dominion" and C.E.O did their best to repair the damage caused during the war. This can be caused by a Sentry running out of missiles (its only weapons) and pulling back; killing it before it can get away should prevent the issue. Comply with the inspection (default). Capitals: Paragon (no more than 2 TLs, with all 4 TLs AI Paragon becomes extremely fragile glass cannon) and Conquest (1-sided Gauss Sniper, though symmetric brawler also works with enough character skill advantage). Starts back off behaviour at ~90% flux capacity. This is a community attempt to document known or suspected AI behaviours for the purposes of enabling players to more intelligently design ships for AI use and thus have more useful AI wingman. Omega Cores have an officer level of 9 and do not drop when the ship is disabled or destroyed, unlike regular AI Cores. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. I daresay, you'd spend quite a bit of time here experimenting on what works best for AI pals . The inspection will always target the colony with the most AI use.[2]. It could be set% per personality, enemy damage potential, or something more complex/simple. As an unofficial, work in progress effort it is based on incomplete information & conjecture so do take it with a grain of salt. We will be looking at ships like drover, hammerhead, champion,. Shieldless & flux-neutral means that it will effectively never reach 90% flux capacity while reckless ignores the positioning of other enemy ships. Pirates will often prey on trade convoys to and from colonies. Which bypasses a large problem with cautious officers in carriers. A complete rebalance of Starsector that focuses on smaller weapons, more fighters and a heavy addition of lore content. AI Cores are rare loot items found during salvage. Escorts (including non-carriers) can also get pushed out of their "slots" by nearby ships and end up moving to a tactically undesirable position.[2]. 45096 Posts 3149 Topics Last post by Wyvern in Re: Misc modding questio. How do I add power to my freighter base? StarSector Wiki is a FANDOM Games Community. A Cautious officer can act aggressive and an Aggressive officer can act defensively with particular loadouts. How do I add AI core into my ship as an officer? Talking to them will reveal the system in which the pirate base is located. If the AI inspection fleet finds less than 80% of the expected credit value in AI cores. The pirates most likely have a base somewhere relatively nearby.In-Game Description. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. comments sorted by Best Top New Controversial Q&A Add a Comment . Starfarer Dev - Collision Avoidance AI Demo, Starfarer Dev - Collision Avoidance AI Demo circa 2011, Larger ships will not move to avoid colliding with smaller friendly ships. Assigning one to run a colony-wide industry brings benefits well beyond the capacity of human leadership, and there are even rumors of alpha cores surreptitiously assigned to govern entire worlds. Reckless ships will often willingly expose themselves to danger because, until their flux is critically high and they are forced to pull back, nothing matters except their quarry. Assigning a gamma to aid human overseers in administering a colony-wide industry brings significant benefits. Player ships vulnerable to missiles (due to being currently overloaded or venting) will make the new ship prefer a missile variant. Survivability is still a priority. As of .9, the AI will try to manage its weapon groups to not build up too much soft flux. Although the locus of vast material and intellectual investment, alphas terrified Domain strategic planners. If the player's colony upsets another faction's interests, they may send out an Expedition to the offending colonies. Other than bribery, this is the only way to maintain good relations with the Hegemony while keeping the AI cores and otherwise avoiding damage to the colony. AI tends to switch personalities based on how many friendlies and enemies are present. A lone ship is a sad and insecure one. Additional care needs to be taken as the officer personality will impact the dynamic behaviour of both the fighters and also the combat carrier ship itself. A successful inspection will remove all AI cores on the colony's industries and the AI administrator if present, and apply a reputation penalty. The default personality if no officer is present. Lightly considers targets flux levels for moving closer. 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