BATTLETECH - AI Can't Use Sensor Lock Until Player Has Acted

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Amechwarrior

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Feb 23, 2018
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One line summary of your issue
AI Can't Use Sensor Lock Until Player Has Acted

What platform are you running the game on?

Steam

What operating system do you use?
Win10
Which version of the game are you running?
1.6.1-542R
What DLC do you have installed?
Flashpoint,
Urban Warfare,
Shadowhawk Pack

Please explain your issue is in as much detail as possible.
Prompted by this thread:

https://forum.paradoxplaza.com/foru...roken-unbalanced-when-it-comes-to-ai.1188031/
Good video of this from thread OP:
https://forum.paradoxplaza.com/foru...n-it-comes-to-ai.1188031/page-2#post-25552277

The AI will not use Sensor Lock unless one of the Player's Lance has acted before the AI's turn.

If I take a turn with one unit, then reserve, they will lock the acted unit and no others. If I move two units, both will get locked. If I move no units and reserve past the AI, no units will get locked and the AI will advance and Brace.

This was full stock short of debug logging edits, no ECM is in play. I think I forgot to enable AI logging for the "move one" and "move two" rounds (loaded from save on the "move none") but the setup below will describe how to replicate this.

Steps to reproduce the issue
Skirmish, unlimited, The Stacks

Player Lance:
4x SDR, any pilots

AI Lance:
(AI must be loaded in this order from top down)
2x CDA-3C
2x CN9-A
All pilots with Sensor Lock, no Arclight.

Move all 4 SDRs behind the large center plateau to LoS will be blocked. AI will make contact and the Player's Lance will move first in Phase 4 ahead of the all Phase 3 mediums.

No move:
Reserve all to Phase 3.
AI will advance, but not gain LoS or use Sensor Lock.

One Move:
Move one unit by standing in place in Phase 4, then reserve the rest.
AI will Lock that one unit, other CDA will move and Brace, not locking anything, CN9s will IDF target.

Two Move:
Move two units by standing in place in Phase 4, then reserve the rest.
AI will Lock one unit, other CDA may lock the other moved unit, CN9s will IDF targets.

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

Attach Output Log
Windows: BATTLETECH\BattleTech_Data\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
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

  • output_log.txt
    3,1 MB · Views: 8
  • 20190611_17-35-54_AI.txt
    1,5 MB · Views: 8
Upvote 0

mjbroekman

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I was able to get all of the indicated test scenarios in a single skirmish run on the Stacks. I observed the same behavior as @Amechwarrior and made sure I had all four AI loggers set to Debug levels.

The output_log.txt was 15MB so I've zipped it up and attached it.
 

Attachments

  • output_log.zip
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Last edited: