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I looked into it, and I have an idea for a mod that will remove the "anti-player" without conflicting with this one (by tweaking a different database table). I think I'll be able to do that within 24 hours. I'll update within 24 hours either way.
As a workaround, if you use both this mod and Jadawin's at the same time, nothing will break. If Jadawin's mod gets priority, this mod will simply be ignored. If this mod gets priority, the minor AI's may display anti-player behaviour, but the AI's that aren't effected by this mod will follow the rules in Jadawin's mod - that is, all of the major AI's won't override their normal behaviour to attack the player.
I love both your mods, and having a lot of active factions is great, but it would be even better if it did not mean all AI around me in Legendary tag-team against the player while ignoring each other
Can I have a link please? :)
Basically I would like Rogue AI Fleets to attack all armies on sea/boat (not on land, or maybe only ports) every time they can (when they have the range). Currently it only focuses on the player faction... It's not a good design in my opinion, it's not fair and not "realistic". I can imagine they skip to kill themselves between pirates but not other factions !
I have some idea to create new mechanics for them, but I don't know if it's possible or hard to do.
(If you want I can try to explain what I have in mind, and sorry for my bad English it's not my main language).
I'm presuming you're talking about the Rogue Fleets, not how the AI plays the playable Pirate factions? I had a brief look at them, and they use the same default AI as the land-based Rogue Armies. (5 of the Rogue Armies, including Vashnaar, have a different AI if you're playing on Very Hard difficulty or above, but most of them use the same AI on all difficulties.) So, to the extent that they act differently from land-based Rogue Armies, it's because of the different context. Land based rogue armies are by default pretty passive too. (to be continued)