This ended up being a bit of a rabbit hole, but, made some improvements. Turns out there were some cases where the AI was considering certain ships to be a threat where they realistically weren't. Fixed this up (which addresses part of this facing issue) and also made it more willing to commit to facing a closer target if the target it wants to face towards is further away and in the same general direction. I think a fairly good improvement overall here; thank you for bringing this up.
Great to hear and glad there were some possible improvements there, can't wait to try the changes!
(And I have some *doubt* about those level 7 officers, but we won't talk about that.)
A sandbox save that has most ships I like in this version grinded out and ready to go, replacing the officer skills with a script when switching out ships.
Shameless plug related to that:
Ability to "bench" officers.
Would be nice if you could pay some extra to keep unused officers on the roster.
(For reference, managed to beat those two Ordos - with everything on autopilot - only losing the Lumens. It's pretty rng, though, the worse-case win had something like the Astral/Doom/Dominator left. And of course this is with all the in-dev changes... still, that was pretty fun.)
Yeah, sometimes it's fun to just sit back and watch the pretty lights