Description
Stellaris Marauders getting stuck [3.2.2][abcc]
Game Version
3.2.2
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
As per the description, Marauder fleets get stuck when launching raids at targets. This is because the fleet can't target the planet, since there are starbases in the way with FTL Inhibitors in the way. The resulting Marauder fleet will never leave its system and the Marauders will from that point onwards no longer be able to raid anyone.
Here is how to fix it:
Crisis Empires currently ignore FTL Inhibitors. Simply applying the same for Marauders would fix the whole problem.
Please, whoever is reading this. This bug has existed for over 3 years now and makes a major feature of the Apocalypse Expansion not usable past the early game. Somebody please fix this, I beg you.
Steps to reproduce the issue.
Make sure that the marauders can't trace any path to the planet they want to raid to by having starbases with FTIL Inhibitors in the way. The Marauder fleet will never launch and will remain in its home system forever. This works every single time.
In the screenshot I attached you can see a Raiding Fleet that has been hired 5 years ago, but has still not moved because it can't trace a target to a planet.
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Stellaris Marauders getting stuck [3.2.2][abcc]
Game Version
3.2.2
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
As per the description, Marauder fleets get stuck when launching raids at targets. This is because the fleet can't target the planet, since there are starbases in the way with FTL Inhibitors in the way. The resulting Marauder fleet will never leave its system and the Marauders will from that point onwards no longer be able to raid anyone.
Here is how to fix it:
Crisis Empires currently ignore FTL Inhibitors. Simply applying the same for Marauders would fix the whole problem.
Please, whoever is reading this. This bug has existed for over 3 years now and makes a major feature of the Apocalypse Expansion not usable past the early game. Somebody please fix this, I beg you.
Steps to reproduce the issue.
Make sure that the marauders can't trace any path to the planet they want to raid to by having starbases with FTIL Inhibitors in the way. The Marauder fleet will never launch and will remain in its home system forever. This works every single time.
In the screenshot I attached you can see a Raiding Fleet that has been hired 5 years ago, but has still not moved because it can't trace a target to a planet.
Upload Attachment
File(s) attached
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