-Changed title so as to eliminate possible confusion with the infamous DA 1.80e fleet movement bug and in an attempt to draw more attention to something that I feel is a real problem.
-As a note, I've kept the original post intact, and as I was experimenting ingame while in the process of writing it, there is a bit of talking to myself.
First found in Beta 5.
When fleeting constructors and subsequently moving them to a starbase, using any number of constructors and then hitting cancel (even 0), when any constructors remain they are defleeted properly, but for some reason the movement to the starbase is treated as 1 when deducting from their remaining moves, regardless of how many moves it actually took them to get to the starbase in question, or even if you move them to the starbase one tile at a time, even though their remaining moves properly update while in the fleet/in transit.
Basically the only moves that seem to count for the turn are those that happen when moving on to the starbase. Say I have 9 speed, I dance all over the place one tile at a time to get to the starbase, with a fleet of two constructors, arriving at it with, for ease of example, 2/9 moves left. I move onto the starbase, hit cancel, and my fleet disbands, sitting next to it with 8 moves left. I fleet them back up, move them 3 spaces away and 3 back (6 moves, 2/9 left), then move them onto the starbase again and hit cancel. They now are disbanded and sitting one tile away from the starbase, with 7/9 moves left. Repeat until bored, then hit end turn.
I haven't used a 1/x moves left in my example because I didn't test to see if it recognizes that they have no moves left (yet). Come to think of it, this may be similar to the planet hopping bug. Starbase hopping? Who would've thought?
When moving a constructor fleet onto a resource to auto-build a starbase, the movement points are reduced correctly.
My assumption is this can be duplicated for normal ships as well in some fashion (though thinking about it it seems less likely), but I'm not sure yet and haven't attempted-was going to test for this bug in DL+DA first.
EDIT:
Duplicated in DA, as well as testing a 1/x moves example, and even though it is at 0 moves when it officially reaches the starbase, the same behavior is exhibited.
Also just duplicated in DL.
I can't seem to duplicate this with anything but constructors (assuming a fleet composed solely of one type; see below), though space miners do exhibit a bug close to it. When moving a fleet of space miners onto an asteroid field (I know, right?), the fleet is intact but one miner is subtracted from it. Interestingly, the fleet is also set to 0/x moves. However, when a fleet of two space miners is moved in, one starts mining, and the other is set to the maximum moves, also regardless of how many moves it took to get to the asteroid or how it was accomplished (i.e. one destination or one tile at a time, etc).
However, I did just duplicate it by having a single constructor in a fleet of warships, and going to a starbase. The constructor is triggered, I click cancel, and the fleet is disbanded, with the moves to the starbase only consuming 1 movement point. Actually, trying with more than one warship leaves the warship fleet on the starbase at full moves (!), and pushes the constructor(s) off, consuming 1 move. Well, at least I can see why it's only 1 move that's being consumed. Come to think of it, it may be a bug that the lone warship is not left on the starbase, either.