Concept or stride itself set at least fleets inactive (stuck at mission) reproducable with savegame

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fruitgnome
Posts: 628
Joined: Wed Jun 04, 2014 11:49 am

Concept or stride itself set at least fleets inactive (stuck at mission) reproducable with savegame

Post by fruitgnome »

I discovered another bug. Which can stuck a fleet at a mission forever till zoomed to it or double clicked (focused). Maybe you pragrammed this to save resources to get better performance or anything else or it's a thing of stride itself. This mechanic seems to set things as inactive.

It's easy reproducable, but you need the xl steam workshop mod.
I let the game run for 30 years and the invasion fleet 138th is stuck at the mission to load troops (the fleet is inactive). If I reload the save and double click the fleet (focused) I can see how the fleet has only for a very short time this mission and then the mission get changed to load troops of another colony and jumps to this colony (the fleet is active again).

Federation-Human-5334-07-10_138th_fleet_is_inactive_till_double_click.7z

Maybe this concept worked well at release but now the game runs so smooth, so please let us test the game without this concept atleast in a beta.
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MaximKI
Posts: 2675
Joined: Thu Oct 20, 2022 12:29 pm

Re: Concept or stride itself set at least fleets inactive (stuck at mission) reproducable with savegame

Post by MaximKI »

Are you seeing this with the latest public beta v1.2.0.5 or the latest official branch v1.1.8.1 + XL mod?
fruitgnome
Posts: 628
Joined: Wed Jun 04, 2014 11:49 am

Re: Concept or stride itself set at least fleets inactive (stuck at mission) reproducable with savegame

Post by fruitgnome »

Sry, I forgot to write it:
Latest public beta v1.2.0.5 + XL mod. But it is also written ingame, right to the savegame when in savegame selection to load a save.
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