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Home » Stars! 2.6/7 » The Academy » Losing ships to 512 fleet limit
Losing ships to 512 fleet limit Fri, 26 March 2010 07:00 Go to previous message
Dogthinkers is currently offline Dogthinkers

 
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Registered: August 2003
Location: Hiding from Meklar
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]

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