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I haven't had this problem yet. Are you creating triggers? Perhaps there may be some conflict happening over this.
Do triggers work now? All of them?
Try going into the formation editor and editing positions slightly. Another thing to try (if you haven't already) is go into the individual ship's context (right click) menu, go to Formation and there's a command to the effect of "Rejoin Formation".
That seems to work. But... yeah, formation pathfinding and obstacle avoidance is definitely an area that needs quite a bit of work from what I've seen.
I created a few, related to time and loss of units. They're working.
Thanks. This doesn't seem to be the issue though, since the ship stops firing on command as well. I've also tried editing position, and also just tried taking ships out of formation so I can give indidividual commands without having to manually steer them.
With that said, multitasking is not vary feasible at the moment. A ship will perform it's task only under optimal conditions. So depending on what weapons it has, it will not fire until it's achieved it's minimum requirements and maneuver to do so. All movement orders will be ignored until the first order is terminated.
I'm a formation, subordinate units will mimic the behavior and actions of the lead unit. So, if your formation is lead by a carrier, they will mimick its movements until the Carrier has completed its tasks. Thus is where conflicts start to occure as various units will struggle to optimally move or use it's weapons while trying to mimics the leader.
Additionally, a quick I found silly is when trying to issue orders Conan entire formation in the unit manager, the units will not respond as a whole. You must select the lead unit and then issue orders.
Most often, these conflicts will occur when unitsnare in "Weapkns Free" or "Weapons Tight" state which can cause alot of micro/macro management issues. Especially if your trying to engage more precisely or in full confrontation.
So in essence, the game does work. By testing you can observe the rules we have to follow in order to make it perform somewhat correctly. Albiet, it's not what we want exactly, but that's why it's in EA and needs constant testing after every patch and update. L
Hope this helps.
Pressing "wheapons hold" and then unpressing it helps resolve this issue