Precursor missile base does not fire at an approaching fleet until the fleet is within point-blank range. Active sensor should have no problem resolving my fleet well beyond this range. Database attached.
No function number.
No error text.
No specific window affected. Fleet movement and (lack of) combat observed in the tactical window.
What I was doing at the time: gave fleet move order to hostile contact and advanced time manually until fleet was in range.
TN start, 2b pop, 30% ruins chance.
Real stars.
Decimal separator is a period as God intended.
Steps to reproduce: Order Second Fleet (Devils' Hand system) to move to hostile contact Yuan 002, optionally specify a minimum distance. Advance time. Yuan 002 despite being a missile base armed with size 6 ASMs will not fire on the fleet as it approaches.
Length of campaign is six years and a few months, not very long at all.
I've messed around with various tries of moving fleets in and out of the system, changing orders, SM, etc. and found no workaround. Would appreciate a workaround as I'd like to report this combat in my AAR.
EDIT: I did finally find something resembling a workaround, which was to go into the DB and delete the alien contact data entries. Obviously not a recommended practice but it did get the other guys to shoot at me like normal. My best guess is that the AI tracked the PD capability of my fleet and decided not to "waste" missiles, however (1) this doesn't explain why they then decided to fire at point-blank (~350,000 km) once my beam ships were nearly in range - this seems poor tactics even for the NPRs, as if they're going to fire at all they'd best do it from well outside of beam range, yes? And (2) it would make much better gameplay for the player if the NPR decided to try and mount a defense anyways instead of patiently waiting for their inevitable demise.