BTW,
.. I have successfully been able to 'encourage' AI-controlled carriers to use different fighters under OP.
For those with scripting experience, there's a "mSetFighters" function which allows setting the fighters to a different type. If we're going to have scripts which will talk to a SQL server (or soemthing of the sorts), I don't see why we can't make the script do the following:
1- add columns to the AI characters tables (well, for their ships)..
2- save the information of what kind of fighters they should have in there.
3- if an AI ship encountered has fighters, have script connect to Database and load what kind of fighters should be on it.
4- use the OP-only "mSetFighters" function and set the proper number and type of fighters on ship.
If you want an example of AIs with better fighters, try out the OP version of the coopace script. (3.0.1).. nothing stops you from starting a game on your own and play against the AI. (just pump up the probability of a carrier in the customizer). The sources to the coopace have been on my site for a long time.
I've actually toyed with making a better BattleFest for OP using this, but "mSetFighters" seems to be unable to set the fighters on a human-controlled ship.
-- Luc
FireSoul