
Mostly useless, but obviously needed enough times to warrant it’s own command. This order kicks the EngBot off the engineering station just in case.Ĭ5 - SciBot Flip Switches On: this makes WeapBot camp the switches useful for after hull repairs and you’re too lazy to turn the shields on yourself or, if you’ve got a troll who likes to turn off the ship or, some other nonsense.Ĭ6 - Enter Repair Station: Just like it says - PiBot will attempt to manoeuver the ship into the repair station and all bots will refuse to toggle the power switches.Ĭ7 - Collect Scrap: This order overrides PiBot’s urge to follow waypoints and instead collect any scrap in-sector. If you or one of your crew encounter this problem, simply issue this command.Ĭ4 - EngBot off Engineering: EngBot now jumps the ship when it's aligned to ANY system - super annoying. To prevent any mis-alignment issues during combat, WeapBot is kicked off the main turret.Ĭ3 - All Bots Abandon Turret: There is currently a bug/glitch in the game where if you take a turret in use by a bot, you won’t be able to leave the turret. It's also handy for making stands against enemy boarders.Ĭ2 - Engage Warp: PiBot is forced to align to the waypoint and EngBot will begin charging the warp drive. It does repairs and fights fires except in red alert, but will restart the ship, otherwise WeapBot stays on the main turret.Ĭ1 - Crew to Atrium: I needed to make this a forced command since it was too difficult to maintain a working, functioning crew that also minded their health. Will not fight fires, repair or restart the ship. EngBot doesn't leave his station unless ordered. It doesn’t use coolant unless the 'Offensive Attack' order is issued, otherwise it will throttle the power settings to keep the reactor from over heating. You can also block comms in warp so that when you arrive it is already active good for when you're expecting trouble.Ĭharges the warp drive and manages power. That will give SciBot time to run Block Comms. I am also attempting to make it a decent cyberwarfare-user in red alert it should start using programs, fingers crossed.Īs a side note, if you’re worried about maintaining positive reputation, make sure you always set your ships default target to “No Target”. If things go bad, SciBot blocks comms so you don’t lose more rep. In yellow/red alert it automatically runs the Block Long Range Comms program this lets you communicate with ships and possibly gain reputation (if that’s what you’re trying to do) with successful diplomacy. Mostly stay's at their station, as it runs the ever-important warp programs (mostly Shield Boosters). The Offensive Attack order puts PiBot into combat stance and will fly aggressively until the hull reaches <60%, and will then fly defensively. Repairs/fire-fights ONLY when not piloting, and will be on a turret.

Mostly aligns the ship to jump, and will do nothing else unless ordered. On to what the bots do (or are trying to) perform.

Load the AI file (or renamed if needed) and you're all set! It will be the settings used every time you spawn a bot. Then you click the Crew AI button and down at the bottom you’ll see a Save/Load.

Next, you need to start a game and load in a bot any bot will do. aidata file and place it in your SAVE>AI folder (can be found by rclick the game in your library and properties, then in the 3rd tab ‘Local Files’ and browse local files). I will also be happy to take programming requests and answer questions you may have. I'm here to offer my personal (albeit messy) AI settings for anyone who is interested. *EDIT* Took the time to sort out the AI not returning to ship aftering boarding/away missions
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*EDIT* Nov 2 Update to deal with EngBot not using coolant. Don't try to do boolean when you're tired.
