The pirateCoveAI.plist has an oddity.
Under its ATTACK section, it has an ATTACKED line that uses launchPirateShip.
But in the rest of the ATTACK section it uses "sendScriptMessage: $launchDefender".
It also does not react to Q-bombs being launched near it using the new v1.77 command, "CASCADE_WEAPON_DETECTED". It probably should attempt a last-ditch launch of ships and tell already-launched ships to either attempt to destroy the Q-bomb(s) or flee.
Something that could probably be done on all station-type AI.plist files...combining "SCAN_PREY" or "SCAN_DEBRIS" into the IDLE section. Like this:
Code:
IDLE = {
ATTACKED = (setTargetToFoundTarget, "setStateTo: ATTACK");
"CASCADE_WEAPON_DETECTED" = ("sendScriptMessage: $launchDefender", setTargetToFoundTarget, "setStateTo: ATTACK");
"INCOMING_MISSILE" = (fireECM, setTargetToFoundTarget, "setStateTo: ATTACK");
"NOTHING_FOUND" = ("setStateTo: SCAN_DEBRIS");
"TARGET_FOUND" = ("setStateTo: ATTACK");
UPDATE = ("pauseAI: 15.0", scanForRandomMerchantman, decreaseAlertLevel);
};
Having a panic state of pirates/scavengers trying to launch and flee when the Pirate Cove is at low energy might be advisable too. Why die inside an unarmed station?