Capture is broken, again!
Posted: Thu Aug 10, 2023 12:17 pm
Platform: Steam
Build version: v1.1.6.1 (Beta)
Severity: Medium
Annoyance factor: High
Confusion for new players: Infinite?
Saved game:
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.
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.
Build version: v1.1.6.1 (Beta)
Severity: Medium
Annoyance factor: High
Confusion for new players: Infinite?
Saved game:
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.
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.