Yea, I have noticed that too. But more often than not, recently I might add, its this one race which seems to never scout/expand where the other 2 do most of the time. I have been making alot of changes to this race recently but don't know what I could have done to cause this behavior. Does it "confuse" the AI to assign multiple roletypes to frigates?For instance, I set my siege frigate to "Seige" and "Light" so it would also attack other ships without having to be directed to do so manually every time.
I have noticed that with the AI's as well... During testing of 7ds ill switch active players to the AI and just watch what they do, sometimes they take friggin forever to do anything. I attribute it to shoddy AI logic lol, because sometimes they behave fine and expand freakishly fast... But other times, not so much...
I feel kind of bad tooting my horn, but I did quite a bit of research into Sins' AI and wrote all my findings in the Artificial Unintelligence thread on the forum (along with posting the AI mod I made based on said findings).
frigateRoleType will only affect what ships the AI builds, it does not affect the way it handles said ships once they're built (with the exception of AntiModule, since that automatically makes it so that ships can only attack buildings). For example, you can have the AI build less siege frigates by assigning the Siege frigateRoleType to other ships; if you assign it to a Heavy Frigate, the AI will consider building either a Heavy Frigate or a Siege Frigate when it wants to build "siege" ships. Based on what someone else found and I verified, the AI will always, ALWAYS go straight for the planet with any frigate that can bomb planets, irrespective of their frigateRoleType. The only way you could make AI siege frigates actually participate in fights is to remove their planet bombing capability (maybe have it toggleable with an ability that autocasts if there are no enemy ships nearby?).
As for the AI reacting slowly, that has to do with the BuildXYZ values in Gameplay.constants. Said BuildXYZ values are check frequency parameters and are set to single-digit numbers by default. Simply multiplying every value by 100 will produce noticeable results (it will increase AI reaction speed by about 4x), but a word of warning: the higher you set those values, the more lag you'll get with AI in the game, since eg. instead of checking whether they want to research every minute or so, they'll be checking every 10 seconds.