We used the final save from last week (not the stalled one) and were again presented with the warning of an attack building in Aeomich, so we routed our forces to Doraeohas. Two minutes prior to the supposed attack, a fleet of 600 ships, and later another 300 came through the wormhole on the other side of the galaxy with no warning. It was not until about two game minutes after the timer for the building attack expired a fleet actually came through. Only about 20 ships came through and then the desync happened.
Is this expected behaviour?
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No, but with everything else having been so wonky with the AI, I frankly don't put a lot of stock in this one incident. Most likely those were from a past attack, or ships that were freed by chasing a starship, or just ships that were special forces massing and then coming in (actually, in that sense it could well be expected behavior, though those numbers seem high -- although, your game is really huge). I meant to respond to this but missed it, thanks for bringing it up.
The only ships we could send against that massive fleet were our teleporting battlestations. What we discovered there during the attack were hundreds and hundreds of bomber and missile attacks following our stations around the planetary map, only stopping if we left the system or they finally caught up and hit us.
I just realized one of the recent versions said this bug was fixed, but I still see it happening.
Well, the shots will still chase them if they are within the range of the shot. So for sniper shots, etc, those will follow forever by design since they have infinite range. With other kinds of shots, like bombers and missiles, they will also keep following unless you go out of their range completely. The missiles and the higher-level bombers have a pretty long range (7k and 5k respectively), so unless you warp way across the map all in one go, they probably will keep following you. This one is difficult for me to test, though -- I don't have a good scenario to really demonstrate this with, so it's possible there is some bug with this. If you have a savegame that I can use to test this with at some point, if it does indeed still seem to be an issue, then please let me know!
Good to hear. We'll take a look at it and see what happens. We've been running with the old 1.010 on a newer save that didn't have the stall. With the recent AI behaviour in swarming us, we may be completely SOL as far as defeating the AI given the most recent AI improvements. Not that we won't try.
Ah, gotcha. Well, those cross-planet attacks are difficult, but I think they are manageable. You won't be swarmed with them or anything, since there is a goodly amount of time between each one (better part of an hour, or at least 20 minutes, depending). It had occurred to me that some older games might get into a situation where the players are SOL based on how circumstances had developed (in a way that new games would not), but I think there is less risk of that overall than I had been worried about given my playtesting with some similar older games. I lost a lot of planets in raids, but managed to build back up and seem to be on track for a possible victory later -- still a long way to go, though. I'll be interested to hear how yours goes!