Can the Game rule define/load a list of ship names and then the ships with the tags can use the random function to pull from that list by class to get custom names? (naming capital ships) specifically can the game rule provide a sync safe random number sequence to assign ids to ship attributes (currently it looks like ship scripts are type and unit specific)
can the game rules define what subsystems ships can build/spawn at construction? (Iām thinking of a armament limiter system where you could change out turrets and weapons based on the game rule)
are the AI changes limited to the build/attack timers or is there more control over ship behavior (IE strike group behavior) I was able to create ship level scripts that would use the sobgroup enable/ disable functions or scale, but not to get the AI to use it (for example when the AI determines it is losing a battle can it try to flee with a āall power to enginesā mode or hyperspace, or have a defensive mode that reduces movement rate but increases firepower)
is there any more direct access to ships in the AI without resorting to sobgroup manipulation. (would like to have have AI create ābasesā and generate defense forces for those bases with some basic logic on how to behave.)
I would assume each .ship file would have multiple tags listed at the top to participate in multiple game rules? or is this somewhere else.