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TheHolyAsdf

Second Lieutenant
11 Badges
Dec 3, 2017
103
2
  • Stellaris
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I don't know where to post these bug reports.

I had several times now and twice today where one of my fleets is in battle but will not actually attack the enemy fleet. I can fly them around and hyperlane them to other systems but often I sustain massive losses and it often catches me off guard and I don't notice it until too late.

It happened in multiplayer game and I lost around 80K of a fleet to an AE fleet. So it was really annoying. Lucky I was with friends and can retreat some saves. But I can't imagine anyone in ironman mode or playing with anons feeling amused at all.

Anyone else have this?
 
I had it a few weeks ago. Fortunately my fleet was huge and the enemy was only two ships with inferior tech, so the impact was low. I did find that pressing save, closing the game and loading the save stopped the problem. I had the luxury of not being up against a large fleet though, so I can understand you would likely have taken serious casualties before you noticed the problem and paused the game. But saving and restarting the game can work if you're okay with that and not having to go back to an older save.
 
I still have that bug in 2.2.7. Remove the admiral and your fleet will work normally. If for some reason you can't, split your fleet and leave your admiral with just one ship.
 
This bug is really ruining my game experience with my more aggressive empires. Especially against equivalent enemy empires when I build my ships to counter theirs which help me beat them out even when they are slightly stronger, but the counter means nothing when my shops don't fight and I lose a chunk of my fleet tell I can get them out of there.
It really does ruin my ironman games, play as a passive friendly empire or just don't bother at the moment.

Really needs to be fixed. ASAP
 
I've had a similar bug that happens as soon as a starbase is taken, my fleets and opposing fleets start attacking eachother but the battle doesn't start so neither fleets cause damage, usually going to another system and returning resolves the bug.
 
OK, I found the cause. If a single weapon in your fleet goes over 200 range due to cumulated weapons range bonuses, the whole fleet will stop firing. The devs need to fix this, either by making sure the range value will cap before overflowing, or by changing the way it works.
I edited some of my mods to lower some of the bonuses they give and I have no problem so far.