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Rexfelum

Private
1 Badges
Dec 16, 2019
14
0
  • BATTLETECH - Backer
One line summary of your issue
Convoy on victory location but can't win

What platform are you running the game on?

Humble Bundle

What operating system do you use?
macOS Catalina 10.15.1
Which version of the game are you running?
1.8.0-629R
What DLC do you have installed?

None

Please explain your issue is in as much detail as possible.
I know there've been problems with convoy units not moving properly, and it seems to relate to desert maps, but on this run (Grand Theft Auto) all four units got into the target hex. The attached photo shows all convoy units are on blue terrain, the UI still says "3/4," and no one seems to need to reposition even though I fiddled around all the way up to Round 28. I received no message about "losing sight of mechs"; that happened earlier in the mission and I resolved it successfully.
Have you tried verifying your files?
No

Steps to reproduce the issue
Couldn't say, but note that this output log is from later in play; I had already withdrawn from the mission and moved on before creating an account to submit this bug report.

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

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


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


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#/


Attach screenshot / video
 

Attachments

  • Not using Steam so no System Info.txt
    183 bytes · Views: 16
  • Player.log
    95,9 KB · Views: 31
  • Victory in and out of Reach.png
    Victory in and out of Reach.png
    3,9 MB · Views: 25
Upvote 0
I think the bottom-left tank is technically not in the zone, hence the 3 out of 4 counter. This looks like the same convoy bug as has been reported elsewhere.
 
I think the bottom-left tank is technically not in the zone, hence the 3 out of 4 counter. This looks like the same convoy bug as has been reported elsewhere.

Oh, I'd definitely believe that. It's always a question in any system whether the edge of something counts as "in" or "out." But when

1. I can check and my 'mechs do count as inside a yellow target area when standing on the edge, and

2. this convoy unit isn't even trying to get onto a proper blue target location,

it's fairly clear that this is a problem. Whether it's a problem for the functionality of the convoy unit or the blue target (or, hey, even the yellow target in a world where the designers didn't want those edges to count), if this disconnect has been reported elsewhere then this screenshot can just be more fuel for the fire.
 
As a quick follow-up and question for anyone reading . . . I wouldn't have said this:

1. I can check and my 'mechs do count as inside a yellow target area when standing on the edge

. . . If I hadn't already tested by putting a 'mech directly on the edge of a target and had it count as inside. I seem to recall doing this for triggering the start of an event, i.e., base capture. But I've just now tested by putting a 'mech on the edge of an evac zone and it did not count as inside the target.

So, people who've probably looked at this a lot more than I have: is this an inconsistency? Do different types of targets (or perhaps different maps) treat the edges differently?

Or am I mis-remembering my first example (base capture) and just making things confused?
 
I'm having a hard time seeing the location of the fourth APC, Avenger762. I'll just have to trust it's the same sort of positioning I saw: the unit right on the edge.

And if so . . .

Finally! Attached is a screenshot of the exact same situation, but with 'mechs. Observe Kamea standing where my fourth APC had been in the bug report screenshot. Yet Kamea counts as "in."

So like I said, this is not a case of the target zone edge counting as "out": it is a case of the rule changing from context to context, and therefore is a bug.
 

Attachments

  • Victory exactly within Reach.jpg
    Victory exactly within Reach.jpg
    934,2 KB · Views: 12
@Rexfelum, that particular Mission is not a Bug. Alexander’s transport is part of the Campaign Story Arc and was never possible to Evac in the first place.
 
During tonight’s Livestream, Mitch offered up some more insights into the upcoming BATTLETECH Free Update 1.9

The most important to me was:

Convoy Mission Fixes - a new Short Range AI Pathing algorithm is being combined with a past Successful Long Range AI Pathing; Convoy Vehicles will now be able to pass through each other as well as the Player’s BattleMechs (though they will not stop on pips if they are occupied; and lastly Convoy Missions will now Auto-Complete if all Enemies have been destroyed.

Taken as a whole, this comprehensive approach to Convoy Missions should address just about every single previously noted problem with the Convoy AI imo.

The video can be found at Twitch VoD: https://www.twitch.tv/videos/540789821

Mitch addresses this within the first few minutes of the broadcast.
 
@Rexfelum, that particular Mission is not a Bug. Alexander’s transport is part of the Campaign Story Arc and was never possible to Evac in the first place.

I believe this is a misunderstanding. There is no transport unit for Alexander in this mission, and I was talking about the count of units as you can see on the screen: three 'mechs stand within the target zone, and all three are counted. But they are counted, as I said, despite how you can see "Kamea standing where my fourth APC had been in the bug report screenshot." So the APC counted as "out" (convoy mission) but Kamea counted as "in" (priority mission), which is inconsistent.

(If you're wondering, the 3/4 in the screenshot is because my fourth 'mech is standing significantly outside of camera. If I had brought that 'mech into the zone, it would have completed and vanished, thus preventing my screenshot. Which is the reason I didn't have a screenshot for this before now.)

Convoy Mission Fixes - a new Short Range AI Pathing algorithm is being combined with a past Successful Long Range AI Pathing; Convoy Vehicles will now be able to pass through each other as well as the Player’s BattleMechs (though they will not stop on pips if they are occupied; and lastly Convoy Missions will now Auto-Complete if all Enemies have been destroyed.

Taken as a whole, this comprehensive approach to Convoy Missions should address just about every single previously noted problem with the Convoy AI imo.

This is great! I had taken to eating dinner while waiting for convoy units to move, and I look forward to seeing the performance improvements. This was probably a very programming-intensive solution, and I'm glad they cared so much that they would do this.

For the problem with zone hexes, unfortunately, it is a partial solution. It is only a matter of time until somebody has all convoy units stuck on a non-completing victory zone, pinned down by enemy fire, ending in dismay when units blow up after the mission should have been won. Yes, I typically destroy all enemy units; but without proper zone behavior, a real "escape" ending is still subject to bugs.