Capture is broken, again!

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100thMonkey
Posts: 649
Joined: Sat Jul 23, 2016 3:27 pm

Capture is broken, again!

Post by 100thMonkey »

Platform: Steam
Build version: v1.1.6.1 (Beta)
Severity: Medium
Annoyance factor: High
Confusion for new players: Infinite?
Saved game:
The Culture - Ikkuro - 2815-03-01.7z
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A problem that I used to encounter all the time, that went away for a while, is showing its ugly head again: fleet manually ordered to capture something staying there doing absolutely nothing!

In this case, the fleet is GrabFleet 1, which is designed to do captures. After it was built I ordered it to capture the Siecucha 2 mining station, in the Siecucha system. It went to the system, near the mining station, but then it stops. There aren’t any enemy fleet in the system.

Situation overview.png
Situation overview.png (774.75 KiB) Viewed 870 times

It’s the first time I try to capture as the Ikkuro, using ships with their unique splinter pods. Don’t know if it has something to do with the problem.

Not that I think it matters for manual fleets, but “Capture Condition for Bases” is set to “Always” in my policies.

I did some tests (not in the save): from its current position, I ordered the fleet to attack the mining station. And it did. Once the attack was started, I switched the order to capture, and it stopped the fleet in its tracks! Immediately!

I tried ordering individual ships from the fleet to capture the station, and they don’t. I also tried different combinations of ships’ positions in the fleet (core, etc.), and none made any difference.
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
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100thMonkey
Posts: 649
Joined: Sat Jul 23, 2016 3:27 pm

Re: Capture is broken, again!

Post by 100thMonkey »

Don’t know if it’s related to the capture problem or not, but something very strange happened after I’ve continued the game and ordered the capture fleet to attack the station instead. One of my ship behaved strangely, and at one point I noticed that its reactor is offline! Yet, as you can see in the screenshot below, it’s neither damaged, destroyed or disabled!?!

Offline but OK.png
Offline but OK.png (333.33 KiB) Viewed 863 times

The Culture - Ikkuro - 2815-08-24.7z
(5.21 MiB) Downloaded 13 times
Last edited by 100thMonkey on Fri Aug 11, 2023 11:21 pm, edited 1 time in total.
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
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MaximKI
Posts: 2687
Joined: Thu Oct 20, 2022 12:29 pm

Re: Capture is broken, again!

Post by MaximKI »

Thanks for the reports. I was able to reproduce the fleet ignoring the capture command. We'll investigate

Regarding the reactor going offline - I did notice that for Belligerent Reckoning the energy would occasionally go down to 0, but shortly quickly regenerated to maximum energy. I didn't observe the reactor going offline at all.

Can you recall anything else that seemed out of place when the reactor went offline?
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100thMonkey
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Joined: Sat Jul 23, 2016 3:27 pm

Re: Capture is broken, again!

Post by 100thMonkey »

MaximKI wrote: Thu Aug 10, 2023 6:35 pm Can you recall anything else that seemed out of place when the reactor went offline?
Kind of... the ship was the first in front of the others when the fleet was attacking, and once it was very close to the mining station, it turned (to an almost 90 degrees in relation to the mining station), and then it kind of slowly stopped. It's at that point that I noticed the "Reactor offline" indication. Other than that, no, I didn't notice anything special.

Regarding the reproducibility, I've reloaded the save, and it didn't go fully offline either.

The energy level fluctuations are weird in themselves, given that the ship has no damages and that its reactor is sufficient to insure a constant level of energy for all the ship's systems. Also, once the battle is over, its shields do not recharge fully, even though there's no damages to the ship. Something is definitely wrong with that ship...

Shields do not recharge.png
Shields do not recharge.png (294.09 KiB) Viewed 832 times
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
User avatar
100thMonkey
Posts: 649
Joined: Sat Jul 23, 2016 3:27 pm

Re: Capture is broken, again!

Post by 100thMonkey »

Don't know if any work was done on captures for v1.1.6.4, but my capture fleets now do captures properly :D , even the one that I focused on in the report above. I didn't pay attention enough to say for sure at what point it started working, but I think it was soon after my previous post: I tried a capture with another fleet, and it worked, then tried another capture with the problematic fleet and it worked. Not sure if I was still with v1.1.6.1 at that point.
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
User avatar
MaximKI
Posts: 2687
Joined: Thu Oct 20, 2022 12:29 pm

Re: Capture is broken, again!

Post by MaximKI »

100thMonkey wrote: Sun Aug 13, 2023 4:08 pm Don't know if any work was done on captures for v1.1.6.4, but my capture fleets now do captures properly :D , even the one that I focused on in the report above. I didn't pay attention enough to say for sure at what point it started working, but I think it was soon after my previous post: I tried a capture with another fleet, and it worked, then tried another capture with the problematic fleet and it worked. Not sure if I was still with v1.1.6.1 at that point.
That's good to hear and thanks for the update! Definitely let us know if you encounter similar issues.
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