Stellaris - Fleet manager (reinforcement) still bugged in the 3.2.2, although in a different way.

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

MonzUn

Custodian Programmer
Paradox Staff
20 Badges
Oct 17, 2015
453
1.094
  • Prison Architect
  • Age of Wonders III
  • Stellaris Sign-up
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis III Complete
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Warlock 2: The Exiled
  • A Game of Dwarves
  • Majesty 2 Collection
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis III
  • Cities in Motion 2
PS. After some more testing, this seems to be the product of the way FM has been updated, rather than a "bug" per se--i.e. the ships whose routes cannot be calculated get added to the nearest fleets, which, in turn, leads to these fleets' sizes being increased. So this seems to be a problem with the pathfinding (paths do exist in these instances, but they do involve pathing through a (for now) friendly FE space and that might be behind the problem at this moment.)
This is quite interesting. The thing with them being added to the nearest fleet work under the rules that if they fail to find a path, they will merge with another fleet that is nearby if that fleet was also meant to be reinforcing the same target fleet. Might be that we're not keeping track of the limit there. If they go over limit, they should split off into a new fleet and do the same thing. Thanks for the report!
 

MonzUn

Custodian Programmer
Paradox Staff
20 Badges
Oct 17, 2015
453
1.094
  • Prison Architect
  • Age of Wonders III
  • Stellaris Sign-up
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis III Complete
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Warlock 2: The Exiled
  • A Game of Dwarves
  • Majesty 2 Collection
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis III
  • Cities in Motion 2
This has been bugged for a while now. This coupled with crippingly slow transfer times (several times slower than actually making the trip manually) has made me stop playing the game months ago after years of fun. Like at this point it would be better to actually disable all fleet reinforcement and auto transfer feature and let us micromanage everything. Until this is fixed I don't plan of playing again or buying new extensions personally.
This was fixed in 3.2 and not only in this case. Once we figured out what was causing it, we could fix it in more places that were suffering from the same underlying bug type.

I did quite an overhaul of the reinforcement code in 3.2 and some additional fixes in 3.3, so please let us know if things are still not working as expected with reinforcements in 3.3.1 :)
 

MonzUn

Custodian Programmer
Paradox Staff
20 Badges
Oct 17, 2015
453
1.094
  • Prison Architect
  • Age of Wonders III
  • Stellaris Sign-up
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis III Complete
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Warlock 2: The Exiled
  • A Game of Dwarves
  • Majesty 2 Collection
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis III
  • Cities in Motion 2
Make a bug report with a save game and steps to reproduce the bug from the save game, and we'll have a look at it :)
 

MonzUn

Custodian Programmer
Paradox Staff
20 Badges
Oct 17, 2015
453
1.094
  • Prison Architect
  • Age of Wonders III
  • Stellaris Sign-up
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis III Complete
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Pillars of Eternity
  • Stellaris
  • Warlock 2: The Exiled
  • A Game of Dwarves
  • Majesty 2 Collection
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis III
  • Cities in Motion 2
3.3.0 Beta is still creating orphan fleets when using the reinforce button during a war.

No idea of the cause, but it doesn't seem very hard to reproduce, just play with big corvette swarms, click the reinforce button after each engagement, and in the meantime continue fighting with the survivors.

The orphaned fleets (usually single ships, but sometimes pairs) will accumulate at the shipyard that built them, and show as having no orders.
These orphans are forgotten by the fleet that ordered them, allowing further reinforce clicks on said fleet to create yet more ships.
There is a bug with it that I fixed pretty late that probably didn't go into the open beta, where fleets wouldn't attempt to find paths around hostile fleets. Check it again after the release today and if it's still an issue, please submit a bug report with a save game where the issue can be reproduced :)


Incidentally the 'fleets no-longer engaging the enemy' bug is still in the 3.3.0 beta too. (workaround is to restart the game).
Yeah, we're very aware of this issue. It's been there for a long time and we haven't ever managed to reproduce it, which means that we can't work with it as we can't ever see what's wrong because we can't trigger the error for the purpose of looking into what's going on.

My current approach to it is to develop some tools that we will then ask players who experience the bug to use when it happens, so that we can get some data on what is actually going on when this bug triggers. It's proven to be one of the most (if not the most) elusive bug we've had.