Perhaps I do have a hint.
Yesterday I finally realized that I have Dictators installed as well. Which is important, because it doesn't interfere with the spawning of police ships, but it contains conditions in the shipdata.
So it seems that—contrary to what I first believed—the conditions are not the culprit.
To repeat the problem as it shows on my system: I've got two OXPs (so far), which lead to this bug, if any script wants to spawn a police ship. This is true for any police ships spawned by scripts; in my case total_patrol (JS) and newskim (legacy). The two interfering OXPs are Commies and Galactic Navy. If neither of them is present, all scripts spawn their police ships just fine.
Methinks that what one would have to do is examine these two OXPs and look for a common feature between them, which is not present for instance in Dictators.
And this common feature does not necessarily have to have something to do with shipdata. Without looking at it, I thought that it could also be some weird thing in shipyard.plist. (Or indeed, with the way player ships are defined. Or whatever.)
CANNOT addShipsAt: -bug
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Dictators does replace police with its own police like commies does. Both have conditions in it to make sure their police can only be selected in their own systems.[/i]Commander McLane wrote:Perhaps I do have a hint.
Yesterday I finally realized that I have Dictators installed as well. Which is important, because it doesn't interfere with the spawning of police ships, but it contains conditions in the shipdata.
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