some of us modders are trying to find ways to make the AI's not so completely stupid. How can we work with the playerAISharedDef section when it doesn't seem to make any sense and dev's won't post information about the values, what the targetTypeCounterData was supposed to be, and how do we make the AI stick around for a fight better by tweaking the aiData: aiRetreatThreshold?
The sum of all values is totally different for each, building ship doesn't help explain which ships get built, tactical devices researched/built and quantities, civilian modules researched/built and quantities, civilian or military labs built, and how the AI researches and just what the hell priority 0.000000 and 1.000000 really mean and if there are values between. These are some pretty big wants, but 3 years and not much info out there.
table-Aggressive [what are the max values for each]
BuildShip 10 [how does the AI pick what to build?]
BuildModuleTactical 2 [which get researched/built; decides quantity]
BuildModuleCivilian 2 [same as above]
BuildModuleResearch 2 [we've all seen AI with 8 of each and not research much]
UpgradeResearch 5 [there is a helluva lot and AI fails consistently]
UpgradePlanetArtifactLevel 1 [X out of ???]
UpgradePlanetPopulation 3 [X out of ???]
UpgradePlanetInfastructure 1 [X out of ???]
MaxBountyBidCount 5 [X out of ???]
UpgradeStarBase 2 [X out of ???]
targetTypeCounterData [what information should have gone here and how do we use it?]
aiRetreatThreshold 0.25 [no one has a clue how to work this value]