Make units prioritize targeting units which threaten them directly. Second priority is fabbers, which seem to be human player's prime target. Currently only addresses air-ground interface. Priorities don't do as much as you'd like. It only affects selection among units already in range. Bombers always setting up their runs out of range, so they have virtually no selectivity. - https://github.com/JustinLove/targeting_priorities - http://wondible.com/pa/targeting_priorities_v1.0.1.zip - PAMM Changes ## 1.0.1 - Fixed error that omitted AA turrets Trivia - The commander's stock AA weapon prefers non-air mobile units ??? - If priorities are unspecified, walls are last. - Once a unit locks onto a target, it keeps going until it's dead or out of range - even a wall. Gory Details Code: air_air: { targets: [ 'pa/units/air/fighter/fighter_tool_weapon.json' ], process: function(spec) { spec.target_priorities = ['Fighter', 'Fabber', 'Bomber | Gunship'] } }, air_ground: { targets: [ 'pa/units/air/bomber/bomber_tool_weapon.json', 'pa/units/air/gunship/gunship_tool_weapon.json', ], process: function(spec) { spec.target_priorities = [ 'AirDefense | Naval & Tactical', 'Bot & Offense & Basic - Construction - Artillery', 'Fabber', 'Defense', 'Mobile | Structure - Wall' ] } }, air_ground_tactical: { targets: [ 'pa/units/air/bomber_adv/bomber_adv_tool_weapon.json', ], process: function(spec) { spec.target_priorities = [ 'AirDefense | Naval & Tactical', 'Fabber', 'Defense', 'Advanced', 'Structure - Wall', 'Mobile' ] } }, ground_air: { targets: [ 'pa/units/land/aa_missile_vehicle/aa_missile_vehicle_tool_weapon.json', 'pa/units/land/air_defense/air_defense_tool_weapon.json', 'pa/units/land/air_defense_adv/air_defense_adv_tool_weapon.json', 'pa/units/commanders/base_commander/base_commander_tool_aa_weapon.json', 'pa/units/sea/figate/frigate_tool_weapon_aa.json', 'pa/units/sea/missile_ship/missile_ship_aa_tool_weapon.json', ], process: function(spec) { spec.target_priorities = ['Bomber | Gunship', 'Fabber', 'Fighter'] } },
I'm kinda thick but it feels like you haven't explained precisely what this mod does. I'm guessing this now means that ground AA vehicles will actually prioritise t1 bombers? However, we (I) still need t1 fighters to prioritise t1 bombers, can this be done also?
I do this in every mod. Let me give you an example of some of my mod's targetting priorities: -Dox: Target bots over tanks. Because they can kill bots faster, eliminating a casualty causing threat, rather than wasting bullets scratching an armor hull. Targets air over bots too, this is questionable, but being the only bot AA and bombers being devastating to dox is a big deal. -Tanks: Targets tanks over bots, because tanks take more of a hit from shells while dox overkill. -Grenadier: Targets tanks over bots, because bots overkill. -Skitter (turned into a light attack anti infantry buggy): Targets bots over tanks, to thin numbers opposed to spending time on 1 target. -Spinners: Bombers because fighters can fly around overhead all day and not actually hurt your armor. -Turrets: Bots, because its more effective against bots -Pelters: Tanks, more effective against tanks. -Catapult: Tanks, more effective. -Holkins: Commander, then advanced structures. -Kestrel: AA, then dox, then bots. -Fighters: Bombers -Orbital fighters: Astraeus, to attempt to thwart perimeter running using fighters to smother. -Boom Bots: Commanders, then basic factories, then basic economy.
Added the transform code to the OP It could be done, but is not. This mod take the philosophy that units should prioritize units which can shoot at them, so that they might live long enough to shoot the rest.