Stellaris

Stellaris

View Stats:
Halcyon Jan 21, 2022 @ 5:02am
Asteroid Move Speed
The asteroid sighted event asteroid now moves so fast that it's literally impossible to intercept. I had a corvette fleet actively charging to jump into the system where it spawned and they still couldn't even get to the asteroid before it impacted. I've had the event 4 or 5 times now and the asteroid inevitably moves so quickly that it can't be intercepted.

It used to be too slow, to the point of meaninglessness, but now it is just a 'now lose some pops' event.
< >
Showing 1-12 of 12 comments
Rosh+ Jan 21, 2022 @ 5:46am 
It's actually fairly random. I've had it some times where it spawns and immediately impacts the planet not a day later. Other times I've had it spawn at the edge of the system only to slowly drift at <1nm/s towards the planet over the course of decades only to at some point be destroyed by the starbase's base missile armament.

It's a question of luck, now; I agree that there are some tweaks that need to be made.
Eldi Jan 21, 2022 @ 6:02am 
Last time it spawned for me I couldn't even see it moving.
Outpost slowly pinged it away.
pipo.p Jan 21, 2022 @ 11:22am 
I don't think that it's that random and a matter of luck. Scripts precisely spawn it far away from the colony (the random factor being the direction where it spawns), and give the "ship" a very, very low speed. It is as Eldi says, if the colony is near the outpost.

Either there is conjonction of factors that makes scripts derail, or a mod is interferring (or a leftover from a removed mod: verify files integrity).

Whatever, the issue was already reported on
Paradox forum[forum.paradoxplaza.com], in case you want to participate.
Last edited by pipo.p; Jan 21, 2022 @ 11:29am
Ryika Jan 21, 2022 @ 11:29am 
Originally posted by pipo.p:
I don't think that it's that random and a matter of luck. Scripts precisely spawn it far away from the colony, and give the "ship" a very, very low speed. It is as Eldi says, if the colony is near the outpost.

Either there is something that generates a bug, or a mod is interferring (or a leftover from a removed mod: verify files integrity).
No, the event is simply bugged.

As long as the Asteroid is not engaged in combat, there's a good chance it will race towards the planet and impact it without giving you a chance to react.

The only response is to precociously place a ship on any new planet that's not within range of the station in the system until the colony is 2 years old.
Last edited by Ryika; Jan 21, 2022 @ 11:29am
Taitlynn Jan 21, 2022 @ 12:34pm 
Yes! I've noticed the same thing, it only "slows" when it is actively engaged, If not it impacts in 60 days! Lots of pre-FTL civs have died because of this, only way to stop is A) outpost can actively engage, if the planet is too far out that will not happen, or B) keep a single corvette in system to engage, so that you can move in a fleet.
I saw the meteor speeding to the system and as soon as it was engaged it went at a quarter speed, and no my PC did not slow down, time was ticking just as fast.

Well Good luck
Have a great day!
pipo.p Jan 21, 2022 @ 1:58pm 
This makes me think that I play with the Slow Speed Battle, and if the asteroid is attacked by the outpost, its speed should be reduced down to 30% with my settings, but that shouldn't explain why the asteroid doesn't move "in a day".

There is also the possibility that some of us mixed it with the event that occurs to a pre-sapient world. However both scripts spawn the same asteroid-ship with same orders (only consequences of impact differ).

The asteroid spawns at 75 units from the colony/pre-sapient world, in a random direction, is set to aggressive stance with an aggro range of 0, and ordered to move to the planet, its max speed is 1.

As a reference, a distance of 75 units is the same in game as the distance between Venus and Mars, or one quarter of Sol system's radius (the icy asteroid belt with Pluto is generated at 290 units from Sol). At speed 170, a year 2200 corvette travels 260 units between Sol and Neptune in 38 in game days (as read on reddit). That translates into an approximate ratio of 0.040 units per day per speed unit. The asteroid should take 1875 days to hit the planet. We should have 5 years to react. Next time, I'll try to take two screenshots of the beast to evaluate its actual speed.

Scripts don't lie, and the only possible cause for an instant move could be that the effect "move_to" is bugged, somehow, but it is used in more than a dozen event scripts, including the latest aquatics-related events. There is also an auto_move_to_planet effect added since v2.0, and I don't know why it hasn't superseded the "move_to" effect since then.
Last edited by pipo.p; Jan 21, 2022 @ 2:32pm
Gustav Kuriga Jan 21, 2022 @ 2:15pm 
Originally posted by pipo.p:
This makes me think that I play with the Slow Speed Battle, and if the asteroid is attacked by the outpost, its speed should be reduced down to 30% with my settings, but that shouldn't explain why the asteroid doesn't move "in a day".

There is also the possibility that some of us mixed it with the event that occurs to a pre-sapient world. However both scripts spawn the same asteroid-ship with same orders (only consequences of impact differ).

The asteroid spawns at 75 units from the colony/pre-sapient world, in a random direction, is set to aggressive stance with an aggro range of 0, and ordered to move to the planet, its max speed is 1.

Scripts don't lie, and the only possible cause for an instant move could be that the effect "move_to" is bugged, somehow, but it is used in more than a dozen event scripts, including the latest aquatics-related events. There is also an auto_move_to_planet effect added since v2.0, and I don't know why it hasn't superseded the "move_to" effect since then.
Is that speed of one, 1 unit per tick? If so that matches their description of it hitting ~60 days later (75, but I digress).
pipo.p Jan 21, 2022 @ 2:31pm 
(I added a section in my last post)

No, it's 10 tick a day, if I'm not wrong. And I don't know if speed units are distance units per tick. If they are, that would make an ETA of 75 x 10 = 750 days or two years, Still less than half the time I hypothetized in my post above, based on spaceship velocity (roughly 5 years).
ScreamCon Jan 21, 2022 @ 2:39pm 
I thought the asteroid speed was intentional lore so can't avoid hit...

the bugs crawl ever more present
crgzero Jan 21, 2022 @ 4:17pm 
Only time I've ever had an issue with it was when it targeted a planet that was to far away from my station to plink away at it with it's lonely launcher.

Every other time the station slowly took it down. Never had one spawn and instantly hit a planet. I'd say you've got mods that are changing it somehow.
Taitlynn Jan 21, 2022 @ 5:27pm 
Happened on my vanilla, killed them quick, got the warning and my outpost did not even have time to finish it's orbital base before it hit. Has happened with my More Events mod a bunch of times lately (5 times in same game), I got wise and started adding the corvettes after I lost 2. I know that it happened the previous week because I was going for an achievement and it happened to a pre-ftl during that game as well.

Oh well!

Have a great day!
sauron2012 Jan 21, 2022 @ 7:57pm 
I got too very fast asteroid, but it was aproaching Sol III (Earth) while I protected Humans to keep them grow peacfuly. It was moving so fast that I was literally intercept it on Earth's sky. One day and Mankind would gone. They never realised who saved them until they become my Space mate.
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Jan 21, 2022 @ 5:02am
Posts: 12