forbearing: will not attack unless its shields or hull are reduced to below 90%.pacifist: will not attack under any circumstances.A ship can have any number of personality flags set, although some combinations may not make sense. This can be used, for example, to make one ship that goes out of its way to join fights, and another that will desert its friends if the fight starts to turn against it. A very deadly ship that can be used for many goals.Each ship in the game can have a variety of "personality" flags that control its behavior. They require 6 Command Points in a fleet. First, they attack other Carriers, then Attack ships and Hunters.
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Carrier: Huge ships that have a lot of module slots including slots that allow you to install more devices (x4 modules) and, at least, one heavy slot (x8 modules).In addition to that they also have a small bonus to shields and armor. They usually have a lot of defense and support module slots. Those ships attack their equivalents as their primary targets. Protector and Coordinator: Their role is to get enemy’s attention so enemy ships concentrate their fire on them.They receive a small bonus to damage because of their role. Those ships have additional modules that lower their threat level in enemy’s eyes and have a lot of weapon module slots. First, they attack defense ships (Protector and Coordinator) and then they attack the bigger ones, Carriers. Attack and Hunter: Those ships are made to deal massive damage.It is worth to have it in some of your fleets to clear routes and systems in front of you so you can avoid any dangers. Explorer: Usually doesn’t have a lot of space for weapons but it has a lot more speed and is the only ship that can use probe module.Besides that it has a lot of support module slots and can be used, e.g. Colonizer: Its task is to use a special colonizing module.Classification of ships based on their roles: