(Apologies for the double-post, but I felt the need for an update, if only to keep my thought-process straight.)
Right.... Still can't get either of these wings to show up, so here's the wing entry, pulled straight from the mission file.
$Name: Sinope [see note 1]
$Waves: 3
$Wave Threshold: 1
$Special Ship: 0 ;! Sinope 1
$Arrival Location: Near Ship [see note 2]
+Arrival Distance: 4000
$Arrival Anchor: GTSG Mjolnir 1
$Arrival Cue: ( or [see note 3]
( is-destroyed-delay 16 "GTFr Esso" )
( has-departed-delay 16 "GTFr Esso" )
)
$Departure Location: Hyperspace
$Departure Cue: ( [omitted] ) [see note 4]
$Ships: ( ;! 4 total
"Sinope 1"
"Sinope 2"
"Sinope 3"
"Sinope 4"
)
$AI Goals: ( goals ( ai-chase "GTSG Mjolnir 4" 89 ) ( ai-chase "GTSG Mjolnir 5" 87 ) ( ai-chase "GTSG Mjolnir 1" 85 ) )
+Flags:( "no-dynamic" )
+Wave Delay Min: 12
+Wave Delay Max: 24
Note 1: Sinope is wing seventeen of twenty in this mission file. Neither it, nor any of the wings after it appear, but the two remaining are tied directly or indirectly to Sinope's arrival. Despite appearing so far down in the list of wings, it actually shows up fairly early in the mission.
Note 2: Kara's point about the arrival anchor seemed a very valid one, so I've spent a good chunk of time toying with that, today. I've made Mjolnir 1 invulnerable to ensure that it's there, when Sinope needs to arrive; I've changed the ship Sinope is anchored to to another invulnerable ship, and I've set the arrival location to Hyperspace. None have had any degree of success.
Note 3: I did away with the destroyed-or-departed-delay operator, on the hunch that there might be a code bug mucking things up. No dice.
Note 4: The departure cue is unchanged from the original post. I omitted it here to save space.
Note 5: In order to cut down on the number of SEXP's used in-mission, the second wing, Cyllene, has its arrival tied directly to Sinope's. Obviously, Sinope needs to be debugged before Cyllene can arrive now.
For reference, my next step is to reduce the overall number of SEXP's used in-mission. I'll then test to make sure I've not broken anything else, before inserting some chatter and directive events that can double as triggers for is-event-true arrival cues or variable manipulators, in line with the solution Black Wolf offered.
After that, I think I'm going to have a walk around town, find a guy named Fred, and punch him in the face....