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anamiac

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Description
2.2 Cannot engage enemy fleet

Game Version
2.2

What version do you use?

Steam

What expansions do you have installed?
Synthetic Dawn,
Utopia,
Leviathans Story Pack

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
The awakened empire has a fleet of 3 battlecruisers, and when I get close to it, my fleets refuse to shoot at it. But it can sure shoot at me! I don't even get in combat - ie, my fleets can warp away while under fire.

All other fleets belonging to the awakened empire are behaving normally.

Steps to reproduce the issue.


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TheBromgrev

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@Gruntsatwork

OK, I think I managed to reproduce the issue. Using 2.2.6 beta patch.

Unfortunately my save is ironman and as we know, reloading the save fixes the bug.

So, I was fighting a war against a fanatic purifier. My fleet consisted of 10 destroyers (pd+M module) and 20 cruisers (2L + 2M, rail guns in L slots). I reliably saw this bug on three occasions within an hour's time, and the same order of events happened each time. The year was 2330, so there is a noticeable 2 second delay between day ticks.

1) Your fleet needs to be attacking an enemy starbase, such that you can knock it out within about 5-7 seconds. In my case, I had 9K fleet power
2) The AI fleet needs to be in an adjacent system and enter FTL when your fleet engages the station
3) AI fleet arrives in system with your fleet and enemy station
4) When the station flips control, if the AI fleet engages your fleet while the game is processing the border change/system control change, the AI fleet will fire but yours will not engage.

The key seems to be the timing of the events. In every instance where this bug came up today, the AI fleet engaged my fleet at the same time the border adjustments were being processed. My game has a noticeable delay when the ownership change is being processed (it locks up for 1 second, then the screen flashes and the ownership icon at the bottom changes). It looks like all of the samples in this thread are from late-stage games, where the slowdown is noticeable. Without knowing the details of the game engine, my first guess is that two processes or threads are trying to work at the same time (engage combat, adjust borders) and due to the length of time needed to adjust the borders/system control the engage combat process isn't getting called and ends up timing out.

In other words, this bug happens reliably when 1) the game is processing the change in who controls the starbase and 2) when the AI fleet engages the player fleet at the exact same time #1 is happening.
 

dav77-b

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@Gruntsatwork

OK, I think I managed to reproduce the issue. Using 2.2.6 beta patch.

Unfortunately my save is ironman and as we know, reloading the save fixes the bug.

So, I was fighting a war against a fanatic purifier. My fleet consisted of 10 destroyers (pd+M module) and 20 cruisers (2L + 2M, rail guns in L slots). I reliably saw this bug on three occasions within an hour's time, and the same order of events happened each time. The year was 2330, so there is a noticeable 2 second delay between day ticks.

1) Your fleet needs to be attacking an enemy starbase, such that you can knock it out within about 5-7 seconds. In my case, I had 9K fleet power
2) The AI fleet needs to be in an adjacent system and enter FTL when your fleet engages the station
3) AI fleet arrives in system with your fleet and enemy station
4) When the station flips control, if the AI fleet engages your fleet while the game is processing the border change/system control change, the AI fleet will fire but yours will not engage.

The key seems to be the timing of the events. In every instance where this bug came up today, the AI fleet engaged my fleet at the same time the border adjustments were being processed. My game has a noticeable delay when the ownership change is being processed (it locks up for 1 second, then the screen flashes and the ownership icon at the bottom changes). It looks like all of the samples in this thread are from late-stage games, where the slowdown is noticeable. Without knowing the details of the game engine, my first guess is that two processes or threads are trying to work at the same time (engage combat, adjust borders) and due to the length of time needed to adjust the borders/system control the engage combat process isn't getting called and ends up timing out.

In other words, this bug happens reliably when 1) the game is processing the change in who controls the starbase and 2) when the AI fleet engages the player fleet at the exact same time #1 is happening.

Sounds like what happend to me
 

Gruntsatwork

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HI, thank you very much for catching the specific steps to reproduce. I will see to setting up a savegame for a programmers so they can finally fix this.
 

TheBromgrev

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HI, thank you very much for catching the specific steps to reproduce. I will see to setting up a savegame for a programmers so they can finally fix this.

Good luck. The timing is the tricky part, and if my observation is the culprit then it may be hard to make a test case. You may have an easier time reproducing the issue if you use a game that has progressed to year 2350 or so, when performance takes a noticeable hit.

Perhaps the culprit could be related to code that checks for home territory bonuses, like the one from the harmony tree?
 

Shadowstrike

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I'm not sure if this is helpful, but I did notice as a Fanatic Purifier, this happens when my fleet is in-system as an enemy manages to capture the station in that system. I'm not sure if that's the only cause, but it's happened a lot more as a genocidal empire than as a normal one.
 

wolkenwand

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I just experincing this bug, stellaris 2.3.3 steam version play as ravenous swarm without mod, looks like the theory that this bug affect enemy that engage emergency ftl is correct, so my starbase just intercept enemy that already beaten up by my fleet and my starbase can't inflict damage, i reinforce with my fleet still can't inflict damage, while the bug in effect my AI assistant keep saying "starbase under attack" repeatedly, reloading fix this but its very annoying.
 
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