glenmcd, the problem in question is caused by the god engine, it can happen in many cases, but here a just a few:
Reason A):
When a ship dies, A signal script nullify the home base, because this was a job ship the job engine gets confused, and instantly spawns another one to take its place, however due to all this confusion the god engine spawns it without job information
in sort: the signal script is causing a number of ships to spawn directly proportional to the number that died
Reason B):
A (script)ship died with a home base set to a carrier, or station... Because it had a home base the god engine decided to create a new one to refill that slot on the home based ship - if that ship dies, the new ship floats in space for no reason and is ignored by the god engine
This is only 2 of the possible causes that i know of.
Likely Culprit:
Code: Select all
if [THIS]->has same environment as $Lead
if $Lead->is docking possible of [THIS]
>>> [THIS]->set homebase to $Lead <<<<
= [THIS]->call script '!ship.cmd.movestation.std' : object=$Lead
if [ENVIRONMENT] == $Lead
[THIS]->set pirate cover state to [FALSE]
= wait 999999 ms
end
continue
end
[THIS]->set pirate cover state to [FALSE]
= [THIS]->escort ship $Lead
end