Yup, that is the classic error of modders in Sins. Not realizing that you MUST have all roletypes in your faction in order for the AI to function... And the AI is hardcoded. Cant blame the modders, because no one was aware of this until we found out... the hard way.
there are a few entry's in a ship entity that determine its role in the game, and how the AI builds them. I discovered this while trying to "force" the AntiStructure roletype to attack other ships.
typeCount 2: This is how many roles a ship can perform. The average ship only has 1. The max is 2 i belive. I need to test it some more.
frigateRoleType "Light": This is the actual roletype sins sees, and the AI will make the ship behave AS that roletype. Sometimes you will see more than one roletype. For example most scout roletypes have a second "antimine" roletype. I found out the roletypes do not have to match the stat type. ill get into that below. However if you want an AntiStructure ship to attack other ships you MUST remove the antistructure roletype. It is hardcoded to only attack structures. Give it the light, or heavy frigate roletype instead. The AI will still see it as an "antistructure" ship despite its true role in the build order, and here is why....
statCountType "FrigateAntiStructure": THAT is what makes the AI determine what to build, and That is what is missing when the AI does not build. You MUST have one of each roletype in THIS line in order for the AI to function properly. The above lines can be ANY other roletype you want your ship to be, but the sins AI will still see the ship in the build order as what it is in the StatCountType. Missing types here is why the AI fails.
I have tested this theory, and it works. The AI determines its build order by the StatCountType, and it determines actual ship behavior by the frigateRoleType.
I told you i can make sins dance