Remember, deciding to delete the order to attack a class is a CHOICE, since with this idea the game works EXACTLY as it does now if instead of deleting the order, you slide it to 0%. It can be written such that the new, “deleted” order is a new command in the deployment file. Right now “deleted” in the deployment is no order for a class.
For example, the stock game has this unit in scenario 1, aieasy:
[ship8]
shipid = 1
name = Cobalt squadron
design = _alliance scorpion fighter
pos = 1440,960
quantity = 16
angle = 270
behaviour_0 = ATTACK_FRIGATES,-1,0.86,300.00
behaviour_1 = ATTACK_CRUISERS,-1,0.24,300.00
behaviour_2 = CO_OPERATIVE,-1,0.00,0.00
angle = 270
It is set with the fighter order deleted.
If you edited this with the new idea, it might look like this (just the orders):
behaviour_0 = NOATTACK_FIGHTERS
behaviour_1 = ATTACK_FRIGATES,-1,0.86,300.00
behaviour_2 = ATTACK_CRUISERS,-1,0.24,300.00
behaviour_3 = CO_OPERATIVE,-1,0.00,0.00
angle = 270
Now it would NEVER attack fighters, under any circumstances. (obviously cliffski would come up with better syntax than my example )
I’d frankly prefer this, as it is simple, unlike cliffski having to come up with a way to make them not attack Class_A unless yada, yada, yada. This keeps the extant orders as they are (only the slider need change, or in fact a new “never attack” order can simply be added, changing nothing at all about the current orders). I make suggestions, but I really do try and make them the most constructive, for the least work when possible (yeah, I want limited ammo weapons, but at least there is a (poor) work-around for that).