Antar's posts about his testing with v0.0.21 caused me to dig deeper into the ship AI and see what was going on. I found more logic errors and bugs

A big bug was with the merchant evade tactics. Although the merchant leader delegated roles to the ships, the ships were unable to fulfill those roles due to an error in my code. Antar that is why the DDs kept a solid formation as you mentioned.
So far here's what's fixed in v0.0.22:
v0.0.22 - more bug fixing in ship's tactics
- fixed bug of escorts coming to all stop when they are assigned the role of guard convoy and they have a contact spotted
- fixed bug of merchant leading convoy with contact detected and loses contact it immediately starts following waypoints. Now it waits some period of time before switching back to following waypoints (in that period of time it will continue to evade by changing speed and course)
- gave the leader of a convoy that is not a merchant a specified time that it is allowed to use evade tactics (course and speed changes) when it has 'lost' it's contact
- fixed bug of HK director not sitting 'still' for any period of time
I'll be packaging up v0.0.22 for release here shortly.