Here is my list so far:
- The Enhanced Pericles has its npc value set to 1/10 of player value, causing its shipyard price to be 1/10 what it should be.
- The Truelight Seeker shield reactor is ~1/10 the strength of other M6 ships. (Possibly intended?)
- The Baldric Miner has the "Miner" tag hardcoded into the name instead of using the Miner variant code (as other Miner ships do). (Appears to have no vanilla impact since jobs can't select it either way.)
- In the script "!lib.fleet.shipsfortarget.xml", a mispelling of 'interecept' causes M6 ships to be launched against enemy M8s instead of interceptors.
- The 'create ship' script command used on spaceflies will also spawn a full swarm of follower spaceflies. (No effect in vanilla, but impacts some mods.)
- Each complex construction kit used causes accumulating delay when changing sectors.
- In "2.024 Player Corp.xml", the corporation bank balance can hit 2 billion and roll over.
- In "2.004 Terran Plot Scene 4.xml", a wrongly constructed command is given to replacement TPs during the elephant capture step, causing them to wander to the south of the sector and preventing plot continuation if all original TPs die.
- In "2.183 Dual Convoy.xml", the generic mission sets 4 selected stations (2 start, 2 end) invincible when the mission first is created, and clears invincibility only if the player accepts the mission, not if the mission times out without acceptance. This can both leave stations in an invincible state, as well as potentially clear invincibility set by other plots.
- In "0.83 Dual Convoy.xml", the parameter list repeats "StartStation1" twice, where the second should be "StartStation2". This is likely benign since StartStation2 isn't actively used.
- In "2.023 Shady Business" and perhaps other scripts, "destroy_object" and "destroy_group" commands are used on ships without considering if the player has captured them.