I don't see the altroams with goal_num 69, I see them tracking the goal_num when active. But I will keep looking. It could be a leak.
Code:
action 1 // Action 1 is the 1st flag the allies going to get from the axis - assume steal operation
{
if_obj_home_true 1
activateAction 1 //prevent the bug
if_obj_home_false 1 // Check if taken
activateAction 30 // Say axis needs to move forward
if_obj_home_false 1
deactivateAction 11 //axis deliver blocked
if_obj_home_false 1
activateAction X //axis fake deliver -optional
if_obj_home_true 1 OR if_obj_captured 1
activateAction 11 //axis deliver not blocked
if_obj_home_true 1 OR if_obj_captured 1
deactivateAction X //axis fake deliver not needed -optional
//can avoid the event explodes with...
if_obj_captured 1
node_connect 410 496 true
if_obj_captured 1
resetnode 497 0
if_obj_captured 1
deactivateAction 1
if_obj_captured 1
activateAction 2
..................
}
17 *12 + 9 * 2 = 222 plus default and command posts and optional fake deliver lines. It is tight but using your event explodes you save another 36-48 so likely do able. I would drop the activateAction_groups in default { } and use action_goal 0 (
BTW the wait only affects the activateAction_group 0 in your default). Total action tests would then be 14 steals + 12 explodes + optional 3 = 29 which is ok. You should still have space to do fake deliveries in some of the flag tests. And that way sometimes they would roam and sometimes they would camp and wait.
(Are logicals OR / AND counted as keywords? I don't know)