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

Posted: Sun Feb 11, 2024 7:36 pm
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.

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

Posted: Mon Feb 12, 2024 8:02 pm
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?

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

Posted: Mon Feb 12, 2024 8:17 pm
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.

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

Posted: Thu Feb 15, 2024 2:35 pm
by fruitgnome
Not downloaded yet.