Updated for 5.10
Introduction
Behaviours represent the default actions of NPC Captains employed by the player. In other words, if a ship has no current orders, or has just completed an order, they will follow their Behaviour until told otherwise.
Please note that if a player takes control of a ship mid-order, the Captain will re-initiate the previous order after the player relinquishes control (instead of reverting to their default Behaviour). This allows the player to take control of any ships fluidly without having to repetitively reset orders after they leave. This can become especially helpful in the mid-to-late game after player teleportation has been realized.
Impact of "Remove all orders" Command
- Remove all orders - removes only the orders in the ship's order queue but retains the ship's behavior
- Remove all orders and assignments - removes all orders in the order queue, resets the ship's behavior, and removes the ship from any command hierarchies
Setting Behaviours
- Open the Map and locate the Ship you wish to adjust the Behaviour of its Captain
- Right-Click on the Ship in the Map to bring up the context menu, and left-click on the "Information" option:
- Stay on the Map and, looking at the top-left area, change the view to the Behaviours tab
- Within the highlighted section below, left-click on "Hold Position" to view and chose from default Behaviours (listed in the table below). Within the highlighted section above there are also to additional checkbox options.
- "Stay docked" (Only if the ship is already docked)
- "Hold fire"
- Below the highlighted section above we can adjust how the Captain responds to scenarios (and chose if we want notifications or not):
- Police Interdiction (where a Police scan found illegal goods):
- Attack
- Comply (dropping requested wares; default setting)
- Escape
- Wait
- Pirate Harassment:
- Attack (default setting)
- Comply (dropping requested wares)
- Escape
- Wait
- Finding abandoned ships:
- Claim if possible (a Marine will be sent to board the ship)
- Ignore (default setting)
- Mark
- Protect
- Police Interdiction (where a Police scan found illegal goods):
Available Behaviours
Behaviour type | Behaviour | Skill requirement | Setup steps for the Default Behaviours menu in the Map |
---|---|---|---|
Combat | Patrol | 0 |
|
Combat | Protect Position | 0 |
|
Combat | Protect Ship | 0 |
|
Combat | Protect Station | 0 |
|
Mining | AutoMine | 1 | Mining Ship-specific; only available via station assignment |
Mining | Advanced AutoMine | 3 | Mining Ship-specific |
Mining | Expert AutoMine | 4 | Mining Ship-specific |
Mining | Sector AutoMine | 0 | Mining Ship-specific |
Miscellaneous | Repeat Orders | 0 | |
Navigation | Dock and Wait | 0 | |
Navigation | Explore | 3 | |
Navigation | Follow Ship | 0 | |
Navigation | Fly to Object | 0 | |
Navigation | Fly and Wait | 0 | |
Navigation | Hold Position | 0 | |
Scrap | Auto Salvage | 2 | Restricted to tug-class ships |
Scrap | Auto Recycle | 2 | Restricted to salvage-class ships |
Trade | Revisit known stations | 1 |
|
Trade | Find Build Tasks | 0 | Builder Ship-specific |
Trade | Fill Shortages | 2 | |
Trade | Local AutoTrade | 0 | |
Trade | Advanced AutoTrade | 3 |
Images Showing the Location of Common Confirmation Buttons
Training and skill increase
(see also Crew)
Each NPC can have their skills in each area (piloting, engineering, management, boarding and morale) increase from 0 to 5 stars. NPC can increase skills by either doing tasks, the player using training seminars or the use of the terraforming projects. From typical activity service crew will reach 2 stars relatively quickly, from there progression slows and it is unlikely that they will ever reach 5 stars from regular activity, instead they must be inflated artificially using training seminars. Marine's skill increases from successful boarding operations and they can become quite proficient quite quickly, marines do not benefit from seminars.
23 Comments
Anonymous
Patrols - As of Patch 1.5 ships on Patrol seem to just cruise randomly around the sectors border. And they do not adhere any set formation, which results in scattering into single units, after a while.
Can we set a route, multiple checkpoints or a radius?
Sparks
It's best to provide feedback via the Egosoft forum where a Developer is more likely to see it.
Anonymous
Top of page has image issue. 1 clean white box above first image
Sparks
Sorry about that, and thanks for mentioning. Fixed.
Anonymous
Are there plans to overhaul the UI? sometimes its confusing when to use a right click left click etc. Could you clarify that in more detail took me a while to figure out the correct sequence at times.
Sparks
Hello,
Thanks for the feedback. On this page I've done a rewrite, added another image and fixed an error. Please let me know if it is still unclear.
As for the UI, it's best to provide feedback via the Egosoft forum where a Developer is more likely to see it.
Regards,
Sparks
Anonymous
Any chance the behaviour table could get another column that tells what the behaviour actually does?
For example I haven't been able to find out what "Distribute Wares" does and only theories on what "Plunder" does.
Anonymous
Please, yes, this page needs explanations. Definitely no clarity on what "Plunder" actually is, for one, but even the others - what really is happening?
Anonymous
+1
Need descriptions for each behavior. And there are new behaviors, for example: Better automine.
Anonymous
Where is an explanation of concepts like a Wing and the distinction of "Protect" and "Defend" vs being a "group" or "fleet" or whatever other terms I've seen?
Anonymous
Under Combat And Weapons > Fleet Management
Anonymous
I cannot find anywhere that you describe how to set default behaviors for your entire fleet. Can you supplement step 6 with another section describing how to set defaults for these behaviors across your entire fleet? I know it's under Player > Empire > Default Behaviors, but even that's very hard to find because that button in the Empire screen doesn't look like a clickable button.
Anonymous
Thank you for this page. I helped me get my capped ship to a dock. I can't seem to create queued orders is that related to former marine as pilot qualifications?
Anonymous
I have a Zeus Capital ship stopped and won't move waiting for repair drones. Listed as critical. I cannot delete the command. The captain will not get up. I have 20 (MAX) repair drones onboard. Any suggestions?
Anonymous
Wanted to check what the distribute wares task actually does as It doesn't seem to do anything in my game, Also auto miner has now been split up into different skills levels
Anonymous
"Impact of "Remove all orders" Command
At this time (v1.50), the "Remove all orders" command will reset Default Behaviours. Therefore care should be taken when deciding whether to use that command"
Shouldn't you use proper name for the command that properly refers to the activity it performs like "Reset to default behaviours" instead creating wikipedia entry about how "Remove all orders" works?
I know it would be the first place in X4 UI when command is clear and properly refers to action it performs but hey you have to start somewhere?
Stefan Hett
This manual entry was kind of a left over based on an older version. The behavior/situation evolved meanwhile and that older statement no longer really applied (manual was updated accordingly).
Anonymous
Will this page be updated for 3.0? I find the new subordiante group settings very welcome but also very confusing. I know about the explaination given in https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844 but I'd like to have this information in the manual, since it's easier to find.
Anonymous
Any chance the behaviour table could get another column that tells what the behaviour actually does? Thanks,
Anonymous
Think this should read "if a ship has no current orders"
Anonymous
Thank you for clearing that up. I thought I was missing an entire tab/screen for giving advanced fleeing options It was driving me nuts.
Anonymous
Where can I learn more about all the NPC character skills ?
Anonymous
There is an error in the table 'Available Behaviours' under 'Navigation' for 'Explore': Explore has zero stars in needed pilot skills, not 3! The pilots can gain up to 3 stars in skill by exploring, but she needs no stars to begin with. (One star is much better, but it will work with lower skill too).