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This page is intended to list issues that can, or do, affect game play in significant ways. Also, even if the developer's claim something "works as intended", it can still be classified as a bug.

Pathing[]

An example of a trash route/path

Trash path

  • Status: widely known

It's impossible to play this game and not run into issues with how a fleet was routed from one place to another.

Trash Path[]

Sometimes, for no discernible reason, the system will create a route for the fleet that makes absolutely no sense (see graphic). The likelihood of a trash path increases significantly for long distance travel.

One theory is that the system tries to route ships near asteroid fields, possibly in the hope that they will run afoul of a trap.

Update on 2021-12-14[]

After the recent patch, fleets have been behaving strangely. Fleets will face away from their destination for brief (and not so brief) periods, and even travel directly away from their destination for no discernable reason.

Flying Dutchman[]

Ship stuck at corner of an asteroid field, time 1

At 13:24:05

FlyingDutchman2

At 14:24:20

There have been two observed cases (that I know of) where the system will try to route a fleet in such a way that it is not actually possible for the fleet to pass some obstacle (named after the legendary ghost ship[1]).

This can be a vexing problem during a city takedown operation where large numbers of allied ships are operating in close quarters. The system has attempted to route a fleet through a space too narrow for them to actually pass. Eventually, the blocking fleets will move and the stuck fleet will be able to continue to its destination, but the delay may cause the stuck fleet to be unavailable during some portion of the city operation.

The second case (see images) was of a fleet containing a Large utility ship that the system attempted to route through the corner of an asteroid field. Since larger ships are unable to pass through these fields, the fleet is stuck, 28:13 away from its destination.

Update on 2021-09-17[]

In a recent patch, the developers did something wrong. There have been a rash of fleets stuck on things that they should have gone around. I had a fleet stuck on one of my own undocked outposts.

So, definitely worse.

Warp Travel[]

FakeWarA

Two fleets, one correctly shows status as normal sail, other incorrectly shows being in warp

FakeWarpB

Fleet with correct status enters warp as it hits the apron and pulls away from the fleet that claims to be in warp, but is not

  • Status: documented

There have been multiple reports cases where factions sent multiple fleets at the same time, from the same origin and to the same destination, where some fleets would travel via warp and some, inexplicably, would not.

One form of this bug occurs as the fleet leaves the origin point and immediately shows as being in warp travel. This is probably a lie. Ships don't enter warp until they hit the apron of the Operation from which they are departing (which may be complicated if the base is docked to a Resource node right at the edge of the operation). If the status shows it immediately entering warp, watch to make sure that it is actually traveling at warp speed and not sailing speed. It may be necessary to retreat it and try again.

Update on 2021-09-17[]

There have been multiple reports of fleets dropping out of warp for no identifiable reason.

Update 2021-12-14[]

There are still reports of fleets dropping out of warp for no known reason.

Ship Status in Combat view[]

On multiple occaisions, when fighting a pair of level 7 privateer fleets, the player discovered that the ship health information was incorrect - the actual ship damage was more severe that reported and ships "left the battle" without warning and for no visible reason.

It has been speculated that the damage caused by the second level 7 privateer fleet was not being reported.

It is recommended that, if a fleet is in a 1v2, or worse, battle that the player should not trust the reported ship status.

Inconsistent Blockade Behavior[]

InconsistentBlockadeBehavior

Two blockades, upper one is correct, lower one is not

  • Status: documented

When a union declares war on an unoccupied city, the blockading defensive fleets should draw any union ships in the blockade area into combat. This does not always happen, see the graphic showing one blockade where the union fleets were correctly drawn in, and one where only one fleet in the blockade area was drawn in.

Anti-aircraft[]

  • Status: hearsay

There have been reports that anti-aircraft systems are not as effective in combat as the numbers say that they should be. On the other hand, Null Pointer has written about the low hit probability of many weapons systems against fighters and corvettes, so it is entirely possible that the numbers just don't reflect the reality of the situation.

Fixed bugs[]

The 1 Second Bug (stuck fleets)[]

  • Fixed 2021-07-14
Stuck fleet at 22:58:07

At 22:58:07

Stuck fleet at 23:43:48

At 23:43:48

There have been reported and documented cases of fleets that are stuck in a "sailing" state at their destination with either zero or one second remaining. The included images show a fleet affected by this bug, shown at two different times, 45 minutes apart. In all cases, the only way to unstick the fleet is to have it retreat. Since, in this case, the fleet had travelled over two hours to participate in a city attack, the bug had significant in-game repercussions.

Advanced mining platforms (AMP) glitches after relocating[]

  • Fixed 2021-07-21

Players have reported issues with utility ships working in the operation of an AMP. In theory, the ships should continue to mine and cart the results back to the AMP. When the faction base is relocated, however, the utility ships sometimes forget and deliver (retreat?) back to the base rather than the AMP. Utility ships sent back to the AMP to mine then perform normally until the base relocates again (?).

Siege UAVs[]

It was generally thought, when the game first came out, that UAVs for siege (NOMA M470 for example) were bugged. This has definitely been fixed.

Reinforcement[]

  • Status: Fixed, date unknown

There have been two bugs observed relating to reinforcement.

In the first, if a faction reinforces its own fleet that has just left the base and is not yet in warp, the reinforcements cause the fleet to be unable to enter warp (greatly slowing them down). Work around: wait until fleet has entered warp to reinforce it.

The second case was one faction's fleet being reinforced by another faction. The fleet being reinforced is moored (usually waiting for a city attack to start) and when the reinforcements arrive, the reinforced fleet automatically retreats.

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