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CiberX15

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34 Badges
Aug 20, 2017
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One line summary of your issue
AIs moving out of turn or gaining extra turns

What platform are you running the game on?
Steam

What operating system do you use?
Windows 7

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

What DLC do you have installed?
None

Please explain your issue is in as much detail as possible.
So I have been suspecting this has been an issue for a while but this is the first time I caught it as clearly happening. It was on a base capture mission fwiw and the enemy had 4 mechs and I had 4 mechs.

The enemy had a spider, and since I wanted to limit its mobility I shot it in the legs, and managed to destroy one at the end of my turn. The enemy cycled through its turn moving its mechs forward, and on the spider’s turn it got up and walked a few squares. My turn I fire on it but am unable to kill it.

I expect at this point that one of its allies will do something since it just spent its turn, but instead it moves again and fires.

Maybe destroying its leg moved it in the turn order? But then I would expect it to be kicked further back since losing a leg is a negative. It's really hard to plan tactics when the AI seems to just take turns in any order that pleases it.

Have you tried verifying your files?
No

Steps to reproduce the issue


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

  • output_log_turn_order_bug.txt
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  • output_log_turn_order_bug.txt
    590 KB · Views: 0
Upvote 0
I think I know what happened and it isn't a bug. Here is how the initiative works. When you knock a mech down it reduces their current initiative by 1, but only for a single round. This includes when you destroy a leg. Losing a leg is an immediate fall and permanently reduces stability, but it only reduces initiative for a single turn.

This is what I think happened.
The Spider is a light mech, it starts at initiative 4, probably the first initiative phase for anyone to act in.
You destroyed the Spider's leg, knocking it down and reducing its initiative to 3 for a round. It had not yet acted that round, so when it got to initiative 3, the Spider was able to stand back up.
You said that one of your unit was able to act after the Spider, probably a medium mech since they start in phase 3. Your unit was the last to act that turn.
A new round started. Since the Spider had already stood up last round it was back to initiative 4.
The game always tries to alternate sides when possible and since one of your mechs had acted last, an enemy got to act and the AI picked the Spider.
It looked like the Spider got multiple actions since it moved twice in a row, but it was all governed by where the Spider was in the initiative track.

As long as there was a new round started between the Spider's actions, I don't think this is a bug.

Once you understand the initiative system and can be a very powerful tool. The morale abilities can either increase the initiative of one of your mechs or decrease an enemy mech's initiative. Knock downs reduce initiative (and cause an automatic pilot injury) so you can specialize a mech for stability damage. You can also use the Delay option to have your mechs wait, act after all enemies have gone, then if your base initiative is higher than the enemies you can get a second turn before the enemies have a chance to react.


There is a bug where enemies can get a free move, but it happens rarely when unit evac from the field. The game drops out of combat phases back to free movement and it lets the enemies get a free move. I have only seen it on escort missions.