Have run in to a few hiccups trying to mod the starting ships...
If the surveyship has both a starscanner and weapons then auto-survey can become auto-attack if two surveyships go for the same anomaly. This can be a pain when they also have reasonable engines (click, click, click...). Is it possible to change this behavior?
I also started swapping the three initially spawned ships around - trying to change their configuration to a flagship (with weapons), a scout (with starscanner), and a colonyship. Experimentation has left me with some queries:
Changing the displayname tag doesn't work properly for the starting ships, does the game get the name from another xml file somewhere or is it hardcoded?
The starting ships appear to be scripted to carry out their predefined roles (ie. miner goes straight for the nearest asteroid whether it actually has a mining module or not). Is there a way to mod this?
Didn't have any luck with the last list request, but here's another one... is there a list of ships that the game calls, via spawns or AI ship design, regardless of what is in GC2Ships.xml?