Do AI use activated gates? If not have you thought about adding that?
They do not. I decided that it would be simply too much to try to mod all of the repercussions of the sector knowing that some of the gates were working.
- Gates would become critical strategic points and be highly protected/contested by warring factions.
- You'd probably need clearance and/or pay credits to use the gates with friendly factions.
- Exploration quests would probably need to be reworked to take into account the new ease of access.
- Various bits of ingame lore wouldn't make sense and/or need to be updated to mention that gates work again.
- You, the player, would probably be on the hotseat by every faction for being the one to reenable them.
- Colony accessibility would need to be modified by gates.
So, in Gates Awakened, the player is simply forced to hide that the gates are working by not being able to use them while others are watching.
However, Boggled is working on a gate mod that allows the player to build their own gates, and I believe the AI will "use" them (it makes it look like the AI is using them). Gates affect accessibility in their mod, also, and you cannot use gates if they are controlled by an enemy faction.
Player Gate Construction.
Boggled's mod (PGC) and Gates Awakened (GA) are compatible; you should be able to jump between their gates.
PGC is better integrated into the game's mechanics, whereas GA is more story-focused (3 quests to fully unlock the mod's features).