Losing ships to 512 fleet limit |
Fri, 26 March 2010 07:00 |
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As most people know, the maximum number of fleets you can have is 512. During production new ships are pushed into existing fleets if no fleets are available. If no existing fleet is present, you lose the fleet. So far so good, no surprises for most people.
Now get this... If you scrap a fleet, not only does it's fleet slot not become available, but during the production phase fleets can become assigned to this slot (with the usual requisition message) even if another fleet is present
Of course, the fleet doesn't *actually* exist at this point of the turn, since it had been scrapped.
Result... Missing ships. Unused fleet number. Crying.
I just encountered this problem several times in the same turn... All my colonies have a minelayer in orbit, primarily to 'catch' new production should I run out of ship slots. I also scrapped ships at a number of locations this turn... I then ran out of ship slots (thinking no problem, I have the minelayers in orbit of every world) but lost ships anyway, since on some worlds it assigned the production into the scrapped fleet, instead of the minelayer.
Untested workaround: When you have the combo of: scrapping a fleet, producing ships, keeping a live fleet in orbit, running out of ship slots.... Then make sure the scrapped fleet has a higher fleet number than the surviving fleet. I believe (haven't tested) that it will assign to the lower fleet number. In the cases I've seen of the problem occurring, the scrapped fleet had a lower fleet number.
[Updated on: Fri, 26 March 2010 07:07] Report message to a moderator
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Re: Losing ships to 512 fleet limit |
Mon, 29 September 2014 10:04 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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Dogthinkers wrote on Fri, 26 March 2010 06:00As most people know, the maximum number of fleets you can have is 512.
...
If you scrap a fleet, not only does it's fleet slot not become available, but during the production phase fleets can become assigned to this slot (with the usual requisition message) even if another fleet is present
...
Result... Missing ships. Unused fleet number. Crying.
...
In the cases I've seen of the problem occurring, the scrapped fleet had a lower fleet number.
I just ran into this problem myself, and in all the cases of lost ships, the scrapping fleet had the lowest fleetID of all fleets at the planet.
In fact, it appears that, after the 512 fleet limit is hit, a fleet produced by a starbase is always merged with the lowest ID fleet in orbit at the planet. If that fleet happened to have scrap orders, the produced fleet just disappears.
I think this should be added to the Known Bugs list.
What we need's a few good taters.Report message to a moderator
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Re: Losing ships to 512 fleet limit |
Mon, 05 January 2015 20:15 |
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rolfverberg | | Master Chief Petty Officer | Messages: 103
Registered: March 2006 Location: Ithaca, NY, USA | |
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Good to know indeed I will remember this. Also the lower ship ID as a work around.
I've found transferring going after production to be a larger pain though. Here, there is no easy solution or work around, at least not one that I've found so far. I've used ship transfer very often between me and a close ally or team mate, and late in the game invariably ran into ship limit issues. You kinda have to merge first and then transfer, while making certain that new production doesn't hit the ship limit count during the transfer stage. But that typically takes an extra year. Ah well, you just live with it I guess...
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