Hey guys, I'm a bit new to the mod scene but am working on something. Might be considered a total conversion, as I am creating all new models and graphics, but I am making them up as I go (isn't a TC from an established lore? I dunno). But I also do not want to use all the same ship templates, and am considering swapping around a lot of the roles (like letting anything cruiser sized also colonize). So I guess the question is this, if altering the basic roles of such ships will the AI still know how to use such abilities? If I give a frigateRoleType "heavy" the colonize ability will the AI know what to do with it? I am still a bit fuzzy on how the AI determines what to do at any given time, and I am really really hoping that I can swap such abilities around and still have the AI know how to use them without getting everything stuck with colonizer AI (sit on the edge of well and no nothing). I am sure it will work with combat related ones, but I am woried with a few abilities (colonize, siege, and antimine in particular) since I know the AI has been programmed to treat them differently.
Also does anyone know if the AI would implode if I removed one of the resource types from the game? I am thinking of streamlining things alot to make the building and expansion faster paced, and want to remove one of the asteroid resource types, but am worried that the AI will still go ahead and waste money buying the stuff on the black market even though nothing any longer requires it. From what I have seen the AI does not use the black market too much anyway, does it only buy when it is too low on a resource to build something? If so then I should be ok, as nothing requiring crystal would mean it never has cause to buy any, but again I am fuzzy on the details.