Woomeister and I have encountered a rather crippling bug during Inferno's development. In missions with lots of big ships with many paths, there appears to be an intermittent bug where the AI goes for a path that doesn't exist.
I'm assuming the issue cropped up in the past because we reviewed the original source and an assert was added in the current code in CVS (path index > number of paths). Perhaps it's caused by our bumped limits - any chance someone could take a look into it?
(Woo mentioned he'd worked around it in the past by increasing the max number of paths or subobjects or something but that doesn't work any more)