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wrballad

Recruit
Dec 27, 2020
4
0
One line summary of your issue
AI units don't take any action, sit thinking for up to 4 minutes

What platform are you running the game on?
Steam

What operating system do you use?
MacOS 11.1 M1 chip

Which version of the game are you running?
1.9.1-686R

What DLC do you have installed?
Flashpoint, Urban Warfare, Heavy Metal

Please explain your issue is in as much detail as possible.
In any missions with allies, the allies do not move on their turn. The ai thinks for up to 4 minutes then their turn ends with no actions taken. This makes escort missions unplayable

Have you tried verifying your files?
Yes

Steps to reproduce the issue
on an M1 Mac launch an escort mission and activate the APCs They will just sit at the launch point

Attach DxDiag (PC), System Info log (Mac), or run sudo lshw -html > specs.html and uploaded specs.html (Linux)
File(s) attached

Attach Output Log
Windows: \Users\YourUserName\AppData\LocalLow\Harebrained Schemes\BATTLETECH\output_log.txt
Mac OS: Users >{name} > Library > Logs > Unity > Player.log
Linux: ~/.config/unity3d/Harebrained Schemes/BATTLETECH/Player.log

File(s) attached

If the game crashed, please attach the crash file with the time stamp closest to the crash.
Windows: [Steam library folder]\steamapps\common\BATTLETECH\DumpBox
For v.17 and beyond try here: C:\Users\[YourUserName]\AppData\LocalLow\Harebrained Schemes\BATTLETECH
OSX: Macintosh HD > Users > [username] > Library > Application Support > Steam > steamapps > common > BattleTech > DumpBox
Linux: [Steam library folder]/steamapps/common/BATTLETECH/DumpBox

File(s) attached

If a save game was loaded at the start of the game session, upload it. Please make sure to upload the save game with the timestamp closest to when you loaded it.
Windows:
Steam: [Steam installation folder]\userdata[SteamID]\637090\remote\C0\SGS1
GOG: 'C:\Users\USER_ID\AppData\Local\GOG.com\Galaxy\Applications\50593543263669699\Storage\Shared\Files\C#\SGS#'
Vanilla:'C:\Users\USER_ID\AppData\LocalLow\Harebrained Schemes\BattleTech\C#\SGS#'
OSX:
Steam: Macintosh HD > Users > [username] > Library > Application Support > Steam > userdata > [SteamID] > 637090 > remote > C#> SGS#
GOG: Macintosh HD > Users > [username] > Library > Application Support > GOG.com > Galaxy > Applications > 50593543263669699 > Storage > Shared > Files > C# > SGS#
Vanilla: Macintosh HD > Users > [username]> Library > Application Support > unity.Harebrained Schemes.BattleTech > C# > SGG#
Linux:
Steam: /home/.steam/steam/userdata/[steamID]/637090/remote/C#/SGS#
GOG: /home/[username]/.config/unity3d/Harebrained Schemes/BATTLETECH/remote/C#/SGS#/
Vanilla: /home/[username]/.config/unity3d/Harebrained Schemes/BATTLETECH/remote/C#/SGS#/

File(s) attached

Attach screenshot / video
File(s) attached
 

Attachments

  • system.log
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  • Player.log
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We might be able to fix this in UBTP; My best hack right now would be to skip all this processing and have the escorted veets just make a beeline for the extraction point. I don't have an M1 so I can't test it. Please reach out to me on the BetterCombat/UBTP discord I'm not sure if I can link it here but you can find the information on Nexus.

The AI evaluation is choking on the M1s for some reason. There is a full dump on the other thread about this.
 
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If someone is willing to get some better detailed logs I should be able to track this down.

Close the game if you have it open.
1) If you head over to BattleTech_Data\StreamingAssets\data\debug\
2) backup your AI.json file
3) open the AI.json file
4) Change the LoggerLevels from Warning to Debug
5) Save
6) Open Battletech and do an escort mission until it starts to spin. Give it a while. 10-15mins.
7) Then post a new log file this should give me what I need to see if this can be patched.
8) restore your backup of AI.json.

You should see lines like the following:
AI.DecisionMaking [DEBUG] evaluating vs 3 allies
AI.DecisionMaking [DEBUG] evaluating prefer no closer than personal space to ally
AI.DecisionMaking [DEBUG] evaluating prefer optimal distance to ally
AI.DecisionMaking [DEBUG] max damage that I considered: 0
AI.DecisionMaking [DEBUG] not very much damage, is it?
AI.DecisionMaking [DEBUG] max shooting damage that I considered: 0
AI.DecisionMaking [DEBUG] max melee damage that I considered: 0
AI.DecisionMaking [DEBUG] max DFA damage that I considered: 0
AI.BehaviorNodes [DEBUG] best movement is not stationary
AI.BehaviorNodes [DEBUG] movement order: moveTowardsHighestPriorityMoveCandidate0005 walking toward dest: (60.0, 143.0, -187.1) from (24.0, 142.4, -166.3) dist 41.5734
AI.BehaviorNodes [DEBUG] move verb walking
AI.BehaviorNodes [DEBUG] distance: 41.5734
AI.DecisionMaking [DEBUG] <Galleon> - Time elapsed in behavior tree: 0.03302765
AI.TurnOrder [DEBUG] <Galleon> - core_AI_root > free_engage > selector0001 > canMove > offense___defense > offensive_Move > sequence0005 > selector0006 > sequence0014 > selector0011 > moveTowardsHighestPriorityMoveCandidate0005 walking toward dest: (60.0, 143.0, -187.1) from (24.0, 142.4, -166.3) dist 41.5734
AI.TurnOrder [DEBUG] ****** Invoking order: Move
CombatLog.Invocations [DEBUG] Initialized with ID P1TDG.4
AI.DecisionMaking [DEBUG] AI thinking done after 0.177803 seconds
AI.DecisionMaking [DEBUG] AI thinking done after 0.177803 seconds is the important one to note my guess is this will be very high.
 
Hey BTNomad, very excited to see that you are trying to figure something out. I keep coming back to this page to see if anyone who knows more about this than I do takes a crack at it. Let me see if I can get a log for you, and I will try to post it.
 
If someone is willing to get some better detailed logs I should be able to track this down.

Close the game if you have it open.
1) If you head over to BattleTech_Data\StreamingAssets\data\debug\
2) backup your AI.json file
3) open the AI.json file
4) Change the LoggerLevels from Warning to Debug
5) Save
6) Open Battletech and do an escort mission until it starts to spin. Give it a while. 10-15mins.
7) Then post a new log file this should give me what I need to see if this can be patched.
8) restore your backup of AI.json.

You should see lines like the following:

AI.DecisionMaking [DEBUG] AI thinking done after 0.177803 seconds is the important one to note my guess is this will be very high.
Hi BT, I have put two logs below. One is for a completed movement. The other is for one where the AI doesn't move (or takes a few minutes to do so).

Log 1: Successful movement

Round: 9
Phase: 5
Unit: Wheeled APC
Unit GUID: 938ab06b-304b-4f45-ba86-abcaa0fe01c5.0
Pilot Callsign: Driver
Lance: Lance d3d75b1e-ace5-43e8-b037-79a2dd2b3d4e.Lance
Team: EmployerTeam
Role: Undefined
issued order on round 9 phase 5
evaluating behavior tree for Wheeled APC dynamic role: Undefined
in update completed for isShutdown0000 with result Failure.
NULL order info.

in update completed for if_shutdown__restart with result Failure.
NULL order info.

in update completed for movementAvailable0000 with result Success.
NULL order info.

Log[AI.BehaviorNodes] : IsProne running

Log[AI.BehaviorNodes] : unit is not a mech, cannot be prone. Failing.

in update completed for isProne0000 with result Failure.
NULL order info.

in update completed for if_prone__stand_up with result Failure.
NULL order info.

in update completed for movementAvailable0001 with result Success.
NULL order info.

in update completed for unitHasRoute0000 with result Success.
NULL order info.

in update completed for lanceHasStartedRoute0000 with result Success.
NULL order info.

in update completed for selector0000 with result Success.
NULL order info.

in update completed for lanceHasCompletedRoute0000 with result Failure.
NULL order info.

in update completed for inverter0000 with result Success.
NULL order info.

issuing order from [-528 218.2633 -41.56922] to [-684 218.5033 62.35382] looking at [-749 221.6071 80]
in update completed for moveAlongRoute0000 with result Success.
order info Order: MovementOrderInfo Type: Move.

in update completed for patrol_opportunistic_shoot with result Success.
order info Order: MovementOrderInfo Type: Move.

in update completed for patrol_With_Opportunistic_Shooting_AI_root with result Success.
order info Order: MovementOrderInfo Type: Move.

Time elapsed in behavior tree: 0.001586914
patrol_With_Opportunistic_Shooting_AI_root > patrol_opportunistic_shoot > moveAlongRoute0000: dest:(-684.0, 218.5, 62.4) sprint:False
order : patrol_With_Opportunistic_Shooting_AI_root > patrol_opportunistic_shoot > moveAlongRoute0000: dest:(-684.0, 218.5, 62.4) sprint:False
 
If someone is willing to get some better detailed logs I should be able to track this down.

Close the game if you have it open.
1) If you head over to BattleTech_Data\StreamingAssets\data\debug\
2) backup your AI.json file
3) open the AI.json file
4) Change the LoggerLevels from Warning to Debug
5) Save
6) Open Battletech and do an escort mission until it starts to spin. Give it a while. 10-15mins.
7) Then post a new log file this should give me what I need to see if this can be patched.
8) restore your backup of AI.json.

You should see lines like the following:

AI.DecisionMaking [DEBUG] AI thinking done after 0.177803 seconds is the important one to note my guess is this will be very high.

And here is Log 2 (for the incomplete movement).


Round: 9
Phase: 5
Unit: Wheeled APC
Unit GUID: 5a7f08f5-3ceb-467e-b857-b3fc1874d016.0
Pilot Callsign: Driver
Lance: Lance d3d75b1e-ace5-43e8-b037-79a2dd2b3d4e.Lance
Team: EmployerTeam
Role: Undefined
evaluating behavior tree for Wheeled APC dynamic role: Undefined
in update completed for isShutdown0000 with result Failure.
NULL order info.

in update completed for if_shutdown__restart with result Failure.
NULL order info.

in update completed for movementAvailable0000 with result Success.
NULL order info.

Log[AI.BehaviorNodes] : IsProne running

Log[AI.BehaviorNodes] : unit is not a mech, cannot be prone. Failing.

in update completed for isProne0000 with result Failure.
NULL order info.

in update completed for if_prone__stand_up with result Failure.
NULL order info.

in update completed for movementAvailable0001 with result Success.
NULL order info.

in update completed for unitHasRoute0000 with result Success.
NULL order info.

in update completed for lanceHasStartedRoute0000 with result Success.
NULL order info.

in update completed for selector0000 with result Success.
NULL order info.

in update completed for lanceHasCompletedRoute0000 with result Failure.
NULL order info.

in update completed for inverter0000 with result Success.
NULL order info.

Time elapsed in behavior tree: 0.0007324219
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0006713867
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0007324219
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0005493164
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0003662109
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0005493164
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0002441406
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001220703
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0002441406
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0003051758
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0002441406
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0003051758
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001220703
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0002441406
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0002441406
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001220703
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0001831055
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0002441406
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0002441406
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
Time elapsed in behavior tree: 0.0002441406
patrol_With_Opportunistic_Shooting_AI_root >
still running
evaluating behavior tree for Wheeled APC dynamic role: Undefined
issuing order from [-396 217.3708 -187.0615] to [-516 218.2633 -62.35382] looking at [-572 221.4509 -26]
in update completed for moveAlongRoute0000 with result Success.
order info Order: MovementOrderInfo Type: Move.

in update completed for patrol_opportunistic_shoot with result Success.
order info Order: MovementOrderInfo Type: Move.

in update completed for patrol_With_Opportunistic_Shooting_AI_root with result Success.
order info Order: MovementOrderInfo Type: Move.

Time elapsed in behavior tree: 0.001220703
patrol_With_Opportunistic_Shooting_AI_root > patrol_opportunistic_shoot > moveAlongRoute0000: dest:(-516.0, 218.3, -62.4) sprint:False
order : patrol_With_Opportunistic_Shooting_AI_root > patrol_opportunistic_shoot > moveAlongRoute0000: dest:(-516.0, 218.3, -62.4) sprint:False
 
FYI for anyone checking up on this, BTNomad got back to me about this. Doesn't look the problem can be easily patched.
Time elapsed in behavior tree: 0.001220703

From these logs it doesn't seem it's getting hung up here. The Logs look different than mine as well. I'm sure with enough work and effort we can find where it's getting hung up... can we fix it will be the next question.
 
Time elapsed in behavior tree: 0.001220703

From these logs it doesn't seem it's getting hung up here. The Logs look different than mine as well. I'm sure with enough work and effort we can find where it's getting hung up... can we fix it will be the next question.
I read somewhere on reddit (reliable source, I know… ) that it’s an engine issue:

There is a unity bug that puts them at height slightly above ground. You'll probably see this if you run an escort mission - tanks don't work or move. Also happens on some tank assault missions.

I haven't figured out how to fix it yet. It has occasionally fixed itself for other missions. I believe all mechs are perceived to be "mid jump" so it animates them as such. I haven't found the right log file to describe the problem.

Glad to see it persists. It happens in Vanilla or modded. Have you had any success with fixing it? I've tried graphic settings, but no success. Occasionally it does fix itself for 1 or 2 missions, but I haven't uncovered the "trigger" for that.


Don’t know if that helps or not…
 
I read somewhere on reddit (reliable source, I know… ) that it’s an engine issue:

There is a unity bug that puts them at height slightly above ground. You'll probably see this if you run an escort mission - tanks don't work or move. Also happens on some tank assault missions.

I haven't figured out how to fix it yet. It has occasionally fixed itself for other missions. I believe all mechs are perceived to be "mid jump" so it animates them as such. I haven't found the right log file to describe the problem.

Glad to see it persists. It happens in Vanilla or modded. Have you had any success with fixing it? I've tried graphic settings, but no success. Occasionally it does fix itself for 1 or 2 missions, but I haven't uncovered the "trigger" for that.


Don’t know if that helps or not…
That does help a lot, but in the wrong direction. The movement in BT is based on real physics so when the tanks try to apply force the wheels are just spinning. I didn't know this was a thing with the M1 processor and that would be a much harder thing to fix. I am at a complete loss on how to correct that.
 
Time elapsed in behavior tree: 0.001220703

From these logs it doesn't seem it's getting hung up here. The Logs look different than mine as well. I'm sure with enough work and effort we can find where it's getting hung up... can we fix it will be the next question.
To me it looks like the indefinite friendly AI turn issue is fixed now with Ventura. However the floating issue seems to persist. There also seems some delay with calculating the dmg effects.
 
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To me it looks like the indefinite friendly AI turn issue is fixed now with Ventura. However the floating issue seems to persist. There also seems some delay with calculating the dmg effects.
How much of a delay? I was holding off on updating just because new OSs tend to cause problems and have annoying bugs. What's your experience, so far?
 
Not long, but you notice it. Also I have nothing to compare it to. So far Ventura is okay. However it broke a lot of other games that relay on Metal, for example Civ 6. I guess it is just a matter of time for Apple or Aspyr to fix that.

Edit: Escort missions are still pretty much useless, so is the assist in one of the story missions.
 
Last edited:
To me it looks like the indefinite friendly AI turn issue is fixed now with Ventura. However the floating issue seems to persist. There also seems some delay with calculating the dmg effects.
Alas, I've just tried to play an escort mission and the allies still weren't interested in making any moves. Not fixed yet
 
I'm running Monterey on an M1 mac, and still experiencing the escort bug. For a lark, I modded the CaptureEscort_PriceOfDiscretion.json to load Firestarters instead of APCs (everything else is vanilla). The allied turn takes 15 minutes or more to complete, and at most one of the allied Firestarters will move. The movement seems dependent on my mechs' locations, with the oddity that if I keep my mechs stationary, occasionally one of the allied Firestarters that did not previously move will move.
 
I haven't played Battletech in awhile but now the escort missions work properly in MacOS with the M series of processors. I couldn't see any game revisions recently so Apple probably fixed the problem with Rosetta 2 in the later builds of Sequoia.
 
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