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Danetta

Corporal
19 Badges
Jun 7, 2021
33
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Description
[v3.0.3 (d281)] Fleets are moving at the speed of the fastest ship; similar problem with windup and ftl speed modifiers

Game Version
3.0.3

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Nemesis

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
I've discovered that two modifiers that I've used are working in a non-intuitive way when ships with different values are present in fleet.
They both work fine when testing with a single ship or with a fleet of the same ships.

1.

ship_windup_mult modifier change the time it takes to initiate hyperlane jump. Default time in the current (3.0.3) version of the game is 15 days. If the modifier value is "+1.0", for example, then it would take 30 days for the ship to initiate a hyperlane jump.
With "+2.0" it would take 45 days to initiate a jump and so on.
However, if you have a fleet of multiple ships with different values, the game will use the jump initiation time of the fastest ship.

Example:
You have a fleet of 20 battleships, every battleship has a hyperlane jump initiation time of 60 days (with added +3.0 ship_windup_mult modifier, with the base being 15 days, so 15 + 300% = 60). It works fine as it takes 60 days for a fleet to initiate a jump.
You add 1 corvette to the same fleet, this corvette doesn't have an added modifier to change it's hyperlane charge time, so it has a base value of 15 days.
Now it takes 15 days for the whole fleet to initiate a hyperlane jump. A single corvette magically speeds up the whole fleet.
What I expected is that the fleet still initiates hyperlane travel based on the slowest time, not the fastest.
I think it was probably overlooked by the dev team, as this modifiear isn't widely used in vanilla game.

But the problem is present in vanilla too, because ftl drive gives a charge time reduction, so if your fleet has at least one ship with upgraded ftl drive, it will speed up the whole fleet of ships with not upgraded ftl drives.


2.

ship_interstellar_speed_mult changes the speed at which ship travels through the hyperlane after hyperlane jump was already initiated.
It doesn't have the same problem as ship_windup_mult. Instead of using the value of the fastest ship in a fleet, it uses the average of all ships present in a fleet. This is not as bad as previous case, but it still vastly increases the speed of the slow part of the fleet with the help of faster part of the fleet.

Example:
ship 1 travels through the hyperlane, it takes ~40 days for it to reach the destination.
ship 2 travels through the hyperlane, it takes ~10 days for it to reach the destination.
fleet of ships 1 and 2 will travel through the hyperlane in ~25 days, which I suspect is the average ((40+10) / 2).


Fixing these two modifiers to always use the slowest value would make those modifiers better suited for balance and design decisions / corrections.

As of now, interstellar speed modifier is at least questionable, while windup modifiers is absolutely useless.




Attached screenshot illustrates the problem in vanilla (unmodded) game with FTL drive component used as example.

j1 is a corvette with tier 1 ftl drive, no bonuses. j1 has a windup time of 15 days.
j2 is a corvette with psi jump drive, has a windup time reduction of 80%. j2 has a windup time of 3 days.
fleet of j1 and j2 corvettes has the fastest (j2) windup time: 3 days.

Interstellar speed problem is harder to illustrate with a screenshot, so I hope my text was descriptive enough.



Sublight speed has the same problem. hart30 has mentioned it and I confirmed it in my test that the ship speed (Sublight Speed) of a fleet traveling through a single system is also sped up to the speed of the fastest ship inside of a fleet.
This magic ability to speed up all the battleships with additions of faster ships makes all the other ships irrelevant (as the whole speed stat) for all practical purposes except the abuse if this bug.

Steps to reproduce the issue.


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Seriously? The tooltip in ship info says that fleet travels at the speed of the slowest ship. If tooltip is wrong, then this is even bigger problem.

UPD:
I've just tested it, you're indeed right.
The tooltip on the "Speed" stat in ship-details and ship-designer window incorrectly states the fleet travels at the speed of the slowest ship in the fleet.

It is easy to measure that it doesn't work this way: have a battleship and a corvette at the same place in a system and order them to move to the star at the center. This can be done on pause for better measurements.
In my test a fleet with a single battleship had a 26 days travel time text in selected fleet window.
A fleet with a single corvette had a 15 days travel time.

Now you can "stop" the command to move and press the "merge fleets" button.
Unpause the game so fleets are merged.
Give a new fleet the same command to move to the star at the center of the system. It will show 15 days travel time (or whatever you corvette had).

This is huge, it's much worse than ship-windup and ship-interstellar-speed modifiers, it makes the speed stat almost useless.
 
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cts0kkmseil41.png


If it helps, this has been posted on reddit a year ago. Destroyers seem to be an exception to the rule.
 
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Ship formation priority affects the speed of the fleet for some reason. Destroyers have the highest priority, so the fleet always travels at their speed in are are present, EVEN if you make them the slowest ship-class.
 
Ship formation priority affects the speed of the fleet for some reason. Destroyers have the highest priority, so the fleet always travels at their speed in are are present, EVEN if you make them the slowest ship-class.
Confirmed. In 03_scripted_variables_ships.txt I changed formation_priority for ships so that Titans had the highest priority followed by Battleships, cruisers, destroyers, and then corvettes. Now Titans and battleships are out in front while moving and the Corvettes follow behind matching their speed.

I think what's happening is that ships are allowed to cheat their speed to maintain their formation.

Just make sure you start a new game. It didn't seem to work when I reloaded an old save.

Unsure if this has any effect on combat.

edit: On second thought it's probably best to put Titans behind Battleships because Titans have 3 Auxiliary slots.
 
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Might be considered for the feature, if for example speed increase requires like 25% of the fleet to be corvettes or each ship type in the fleet gives 10% speed boost.
 
Confirmed. In 03_scripted_variables_ships.txt I changed formation_priority for ships so that Titans had the highest priority followed by Battleships, cruisers, destroyers, and then corvettes. Now Titans and battleships are out in front while moving and the Corvettes follow behind matching their speed.

I think what's happening is that ships are allowed to cheat their speed to maintain their formation.

Just make sure you start a new game. It didn't seem to work when I reloaded an old save.

Unsure if this has any effect on combat.

edit: On second thought it's probably best to put Titans behind Battleships because Titans have 3 Auxiliary slots.

It looks like the issue is fixed in an upcoming 3.1 "Lem" update

* Fixed fleet speed being dictated by the first ship in the fleet instead of the slowest one.