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OXP to enable the higher quality AIs on routine NPCs
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cim--/oxp-SkilledNPCs
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Skilled NPCs enables the various "skilled pilot" combat routines introduced in 1.77 on most standard NPCs. OXP-added NPCs with custom roles (i.e. not the pirates, traders, and bounty hunters normally seen on the spacelanes) will not be affected. This OXP is recommended for experienced commanders only. If you can't fight your way through a typical Anarchy without scratching the paintwork, you should probably come back to this one later, or it'll be more than the paintwork which gets damaged. ===Difficulty adjustment=== The difficulty setting can be adjusted by altering the this.$baseline property at the top of Scripts/skilled-npcs.js between 0 and 10 (or using OXPConfig, if you have that installed). The default is 0 - you probably should increase this in small steps if it's still too easy, as even an increase of 1 point can have significant effects on the game. 0 = competent: some skilled pilots, especially in Feudal/Anarchy systems. More of a challenge, but many pilots remain at the basic AI levels. 3 = dangerous: most pilots will be skilled, some of them very good indeed. 5 = deadly: all pilots will be skilled, many of them highly skilled. 10 = elite: all pilots will be at the highest level of skill. You can also select which standard roles to apply the adjustment to. If it's still to easy, granting higher skill only to the roles you generally fight *against* may help. ===Interactions with other OXPs=== If a ship has a "skilled_npc_role" key in its script_info data, the value of this key will be used instead of its role to determine what accuracy boost to apply. The value "off" will never be given any accuracy changes, regardless of the OXP settings. Only ships with auto_weapons set to true in their shipdata.plist will be affected.
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