In a sense it treats damage to armour and shields negatively, since the amount of armour and shields a craft has reduces it's priority as a target.zolobolo wrote:So it considers potential damage to HP of higher value then to armor...
In previous versions of the mod, ships just move into attack range of their target and then stop. This is what allows missile ships to hang back in the case of fleet battles where other ships can tank for them.zolobolo wrote: That makes sense of course but why not move right in front of the target and shoot from there to avoid missile travel time taking more then one turn?
They have range, space to move to and no reserved batteries to shoot them while moving
In all other occasions, the ships seem to move first and ask - I mean - shoot questions later (this was the issue with the bomber/carrier/fire-arc case) so why not here as well? That is why I was thinking this might be a bombardment standoff scenario of sorts
The attack range function is one of the oldest functions in the mod and it has a bunch of hardcoded multipliers. Now that the AI can estimate the level of hostile PD though, I've updated it to make missile ships get closer when there is a lot of hostile PD present.
The missile cruisers in that test case you seem to benefit quite a bit, and actually kill most of the gremak fleet. They still lose, but given that the gremak fleet has a pretty high level of PD and they are armed with only missiles that seems pretty reasonable.