MightyKebab wrote:Just saying,Piracy friendly factions use their faction augments to get by the crew problem. I.e If you have Mantis Pheromones, Rock Plating or Slug Repair Gel you can engage in piracy all you like. I do that all the time on the custom pirate friendly ships that I have.
Pretty much this. It's only a matter of appropriate augment, not the ship that is being replaced, so ship slot need not be changed. While I'm not exactly sure how it is implemented in CE, I don't think your crew will mind too much that the AI (that is basically in control of their lives) is a little ruthless
Even though I agree that an AI ship would likely follow cold logic (and, hence, take every profit it can), it would take quite a bit of work to make this happen... I'd have to modify CE's events to add a new choice for the dummy augment, with appropriate flavor text, etc., so that it fits the lore nicely.
While it is technically possible to do this without any compatibility issues thanks to SMM's preprocessed tags, I'd basically have to update the mod every time Sleeper released a new version of CE -- and I'm not really willing to do that Not to mention that effort would likely be wasted, since the dummy augment is just that -- dummy, it doesn't do anything, and is only intended as free scrap to counterbalance the harsh starting loadout of the ship. Meaning, it would get sold most of the time.
Either way, I'm honored that this was your first custom ship run, and am glad that you've enjoyed it