I have added a check for newly created fighters to ensure that if the specified "New Fighters" TG does not exist, a new "New Fighters" TG is created for that planet
I have also added a similar check for newly built ships, so that if the task group that was specified when they were laid down no longer exists, a new TG comprising just that ship will be created. The TG will have the same name as the new ship.
Steve
This exchange reminds me of a similar issue I first ran into in 5. 52 or 5. 53, and just reproduced in 5. 54. It took me a bit to realize exactly what was happening, but it's obscure enough I realize why I'd completely forgotten about it until just now.
I'm not too great at mental math (and was unaware that there's a box in the Task Group screen that tells you total tonnage of that TG), and as my doctrine relies on mixed FAC-sized forces, I was making heavy use of the 'Land on Mothership' commands for groups of FACs. As it turns out, if you use this with a task group whose tonnage exceeds that of the bays, the event log throws an error that reads "Unable to Land - [ship name] cannot dock as the assigned or specified mothership does not have sufficient hangar space. " for each ship that can't fit and then "Loading Problem - [Task Group Name] failed to land on [Carrier Name]. Any additional orders will be on hold until the problem is resolved".
The problem here is [Task Group Name] has already been deleted, and the named ships blink out of existence - disappearing from the Individual Unit List and everything. Not only do you lose the ship, but valuable crew grade and task force training.
On a lighter note, it's worth noting that if the bays are already full, the game just doesn't care - you wind up with completely different space-warping properties. While trying to replicate the issue, I managed to stuff two FAC wings and a full loadout of dropships (total tonnage being three times the mothership's hangar capacity).
---
There's a second, unrelated bug I've run into - Error in GetMaxPotentialSensorRange, Error 6 Overflow. Searching only got one hit for it, which was an unreplied to report of it in this topic.
To give it some context (spoilered as it involves some specifics of the swarm;
A geological survey vessel noticed a wreck disappearing in a system that, when probed, hadn't appeared to have any activity in it. Indeed, it seemed the Swarm had set up operations on a moon on the other side of the system, or at least had created an 800 ton wreck there in addition to the one that had disappeared (which I only knew about because of the event log). The survey vessel fled the system with no issues. A month later, my combat fleet jumps in and I immediately got the above error, which repeated every turn.
I haven't fought the Swarm much, so I don't know if this is unusual, but the typical 800 ton meson-spitting gunboats were given a different designation than the group I'd fought before in another system. I don't know if this is normal or not; however, the Tactical Intel window completely lacked information on my previous group, though it had data for workers and the queen. After mopping up the gunboats, I encountered what I assume to be the source of the error; a queen (also a different designation, if it matters) from whom I never detected any EM emissions (which was odd as the previously encountered queen had a sensor I detected from over a billion kilometers away and whose shields I'm almost positive I detected well before closing to missile range).
The error quit after the queen was destroyed by a massive salvo, so I assume she was the source of the issue.