

Every ship formation follows the same standard behaviors.To the player's eyes, it's invisible, but under the hood, the scripts are generally designed for the AI, then some exceptions are added for the player.

To make sure the rule 1 was always respected, everything has been designed around the AI instead of the player.During the last stage of the development, this rule has to be bent a bit, to improve general gameplay and avoid some exploits, but when it comes to combat, trading and crafting, know that the AI is just like you and use the exact same tools (ie.

#X3 albion prelude litcube mod#
Then I've realized that designing the layout of a galaxy was not that hard, and I've released Stardust, a very early version of the new mod I've always wanted. So for a few years, I had this crazy idea of having procedurally generated galaxies in a game that was not at all made for that. Always having to play in the same galaxy was the main reason why I eventually quit X3. Even though combat in X3 is "ok", I've always felt that it could be greatly improved, not only by overhauling all ship stats and characteristics, but also by changing the AI behavior and rewrite their scripts. Having an empire is about macro management, not micro management. X3 being about managing an empire, it should be intuitive to replace your ships, give them global orders, automatically put them into a fleet, repair them, etc. Products are artificially consumed and the AI does not use them to make their ships or stations. Even though Litcube has changed them quite deeply, the system remained the same: ships were created out of thin air and spawned around shipyards, with very basic goals and poor AI. This is the name of automated ships in X3.
