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Cerl

Sergeant
37 Badges
Mar 17, 2020
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Description
Reinforcements taking too long to arrive

Game Version
LEM v3.1.1

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
When reinforcements that were queued up via the 'reinforce fleet' button are built and dispatched, they take 4x or more longer to arrive than they should.
In the screenshot attached, note that the following:

Current Date: 2262.12.28
Time for fleet to arrive back at the shipyard system: 401 days
Date the most recent ship built will arrive at that fleet: 2265.06.24

3.5 YEARS for the reinforcements to travel 401 days worth of distance.

Steps to reproduce the issue.
Move fleet to another system away from the shipyard.
Reinforce fleet.
Wait for reinforcements to be built and dispatched

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The problem appears to affect fleets that have been defeated as well, in addition to science or construction ships fleeing attackers. It seems that any ship using 'subspace' is now using the 'experimental' version that science ships can unlock.
 
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This bug is really badly breaking combat, along with various mentions of reinforcement causing the multiple rebuilds of the same ship. As a sample, I had a fleet with a travel time of 161 days to the nearest starbase reinforce a single corvette, then at the same time start a corvette build in the same starbase. When the 2 corvettes completed, I routed the manually built corvette to the same fleet (but not merge, just head to same system). The result: the manual build takes 161 days to arrive, while the reinforcements take more than 3 YEARS to arrive (screenshot is take just as they depart the shipyard). I played it forward to confirm and that really is the arrival times. That is completely unacceptable during a war situation where having the units arrive at the front as quickly as possible is critical.
 

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The ai probably also cannot reinforce due to this. Every war is at the end or over when the reinforcements finally arrive, resulting in the ai running out of ships if its fleets get constantly beaten, despite having a large alloy storage.
 
I've having the same problem with reinforcement/transit length. It seems to be a problem with both opening wormholes and reactivating gateways.

In these saves I have a fleet called TEST FLEET in the Borce system, eight jumps away from the R-Bhr shipyard. The shipyard is one day away from finishing a corvette for TEST FLEET.

In TESTGAME CONTROL the R-Bhr gateway deactivated and the Borce wormhole is closed. Transit time is around four and a half months (2252.02.18 - 2252.07.04).

In TESTGAME GATEWAY the Gateway has been activated but the wormhole is closed. Transit time is 3 years, 4 months (2252.05.08 - 2255.09.02).

In TESTGAME WORMHOLE the wormhole has been opened but the Gateway is still inactive. Again, transit time is 3 years, 4 months (2252.02.21 - 2255.06.15).

This might be a pathfinding problem. Maybe the pathfinding is forced to go through active gateways/wormholes?
 

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I had to delete a save file because it would take my fleets 5 years to come back and defend against an awakened empire right next to me after the got ejected from a newly created vassal state that had closed their borders to me.
 
When it it going to be fixed? This terrible patch has introduced a number of severe and game breaking bugs.
This "terrible patch" also fixed many bugs and made obsolete parts of the game fun and interesting. They introduced a bunch of new features, of course there are going to be some bugs.
 
Is there a defines.lua option we can change to fix this in the short term? My fleet is lost for 12 years currently...
I know the feeling, my shipyards are all 1 system away due to gateways and are still taking years to reinforce the fleet that is 1 jump over.
Anything we can do to fix this short term would be welcome.