I've had that same draw as well Fluf. It would appear that sometimes ships are being created, and sometimes they arent. I think this may be in part due to the narrowing of restrictions I placed on what the mCreateShip method will generate for AI ships in an effort for better matching. I suspect, that with the tighter restrictions, if the script cant find the appropriate ship in the shiplist, it simply creates nothing. So, the 3 v 3 can become just about any variation thereof, 1 v 2, 3 v 1, 2 v 3, etc. Which is kind of weird, but could explain why it works on the test server, which is using a different shiplist, and therefore, perhaps, there is enough ships for the script to be able to make a selection. I swapped shiplists over to the DOE shiplist, and noticed it did start hapenning. So I need to come up with a better way of creating ships with customised shiplists. Magnum Man included a set of shiplist utilities into the API that are perfect for this task, however, it requires that the shiplist be read by the mission script everytime the mission is executed. This adds extra time to the loadup screen, and can in some cases, so Dave tells me, increase the likelihood of players dropping at this time, so I have been reluctant to use it.