The AI is being worked on, but the new features have to be defined by the Mod using it, yes, FS2 AI is famous for it's magnetic wingmen etc, but, alas, changing the AI permanently would effect the performance of the main campaign, so they have to be optional.
I'd say it about time to say "F** off!" to the preformance of the main FS campaign!
So what if it would change the balance of the current mission? theres many ways to go around it. Dificultty settings... Or one can fix the missions...like we don't have the main FS2 campaign with some other fixes and LS nebulas for DL allready?
Well, I tend to agree with TrashMan, except I'd like a solution, not an "I don't care"... and the solution would be, instead of defining modifications to AI behaviour, etc as
being different from default FS2, you just give the option to put a certain file, eg campaignname.fsa (FS AI) with the campaign. If the file is found (the name of the campaign with .fsa extension), then it will be used instead of the AI included inside of the .exe files.
OK, this is where the solution comes in... extract the settings for Retail FS2 behavior to this file. Include it with the FS2 Campaign along with the FS2 SCP .exe's as a FreeSpace2.fsa file.. so even if you get just the .exes (with the changed/upgraded AI), you also get the Retail FS2 fix included. And, if it would be possible to extract the FS1 AI, that would be nice for FSPort.
Whaddya think?