BATTLETECH - Convoy Vehicle Always Loses Sight Of Adjacent Mechs

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Tohron

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One line summary of your issue
Convoy Vehicle Always Loses Sight Of Adjacent Mechs

What platform are you running the game on?

Steam

What operating system do you use?
Windows 10
Which version of the game are you running?
1.8.1-640R
What DLC do you have installed?
Flashpoint,
Urban Warfare,
Heavy Metal

Please explain your issue is in as much detail as possible.
After positioning all your mechs and ending turn, one of the convoy vehicles will always announce it has lost sight of its escorts, even if multiple mechs are standing right next to it. It will refuse to advance even after all hostiles have been defeated.
Have you tried verifying your files?
No

Steps to reproduce the issue
Load save file.
Move mechs next to convoy vehicles.
End turn.
One convoy vehicle will make announcement.

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
 

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K1600Mike

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We are standing right here! Supposed to take the right fork!
 

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Prussian Havoc

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Any word on this? I reported it well before Christmas. Have stopped playing until it get's fixed. Has totally borked my current Campaign. @HBS_Eck @HBS_CaptKerberos anyone?
Mitch shared with us just two days ago during the weekly BATTLETECH Livestream that the upcoming BATTLETECH Free Update 1.9 will specifically address the Challenge of Convoy AI.

It is important to understand that HBS has been working on the Challenge of Convoy AI and Pathing since the very first BATTLETECH Free Update. Given the terrain, movement model, Unity and other factors, Convoy AI is a very significant Challenge. HBS has worked on it near continuously since Launch and is ready to give it another major set of fixes for 1.9

Mitch gives us four peeks under the hood on BATTLETECH Free Update 1.9, starting at 7:22 of this Twitch VoD: https://www.twitch.tv/videos/537143160?t=442s
 

Bishop Steiner

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Mitch shared with us just two days ago during the weekly BATTLETECH Livestream that the upcoming BATTLETECH Free Update 1.9 will specifically address the Challenge of Convoy AI.

It is important to understand that HBS has been working on the Challenge of Convoy AI and Pathing since the very first BATTLETECH Free Update. Given the terrain, movement model, Unity and other factors, Convoy AI is a very significant Challenge. HBS has worked on it near continuously since Launch and is ready to give it another major set of fixes for 1.9

Mitch gives us four peeks under the hood on BATTLETECH Free Update 1.9, starting at 7:22 of this Twitch VoD: https://www.twitch.tv/videos/537143160?t=442s
it's also important to note not everyone has the time nor inclination to watch Dev Streams. I believe that's why we have a Bug Section to the Forums?
 

Prussian Havoc

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DutchRits

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Same issue. It's ridiculous. I had to abandon a mission because it hung up...and I'm right friggin' next to the convoy.
 

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Bishop Steiner

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Prussian Havoc

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Same issue. It's ridiculous. I had to abandon a mission because it hung up...and I'm right friggin' next to the convoy.
Yes, this is a known problem. Convoy AI is a difficult challenge to perfect... because Perfect is what we are asking of HBS and the Convoy AI.

Personally I’d like to see HBS go a different way here.

I’d like to be able to Destroy In Place (DiP) any Mobility Kill Vehicles. DiP a broken or in-op Vehicle is something even I in my limited convoy experience have had to be a part of, in a Combat Zone :bow:

Combat Authenticity and Immersion would benefit from a vehicle occasionally becoming stuck, but the Player being able to DiP such vehicles. Maybe, as part of the BATTLETECH Live Support Team, this is something that @HBS_L8Knight is already tracking, : )
 

Bishop Steiner

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Yes, this is a known problem. Convoy AI is a difficult challenge to perfect... because Perfect is what we are asking of HBS and the Convoy AI.

Personally I’d like to see HBS go a different way here.

I’d like to be able to Destroy In Place (DiP) any Mobility Kill Vehicles. DiP a broken or in-op Vehicle is something even I in my limited convoy experience have had to be a part of, in a Combat Zone :bow:

Combat Authenticity and Immersion would benefit from a vehicle occasionally becoming stuck, but the Player being able to DiP such vehicles. Maybe, as part of the BATTLETECH Live Support Team, this is something that @HBS_L8Knight is already tracking, : )


I'd love this. To be able to target friendly (assuming you'd evac it first) would likely be the easiest fix. Though I would still prefer a bit better mapping/follow AI, adding that ability gives a fallback option for any future instances, too.

Scuttle the broke down Vee and move on.
 

Prussian Havoc

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update/closing bug reports would be optimal. Having to check other sections, even dev stream notes HOPING to find info, is rather inefficient.
Paradox’s AndrewT is an absolute Superstar when it comes to working our Bug Reports... the challenge here is that by my count, he is also working down the Bug Reports of every single other Paradox game too.

There is only so much AndrewT to go around. And working Reports should right and properly take precedence over his watching Dev Streams across all of Paradox’ games and trying to update Bug Threads... besides most games have folks like me, our Mods and others who as we note HBS Announcements, make the effort to bring that information to those fellow forum goers active enough to still be posting to their Bug et. al. threads. :bow:
 

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update/closing bug reports would be optimal. Having to check other sections, even dev stream notes HOPING to find info, is rather inefficient.
Bugs that don't keep the game from running rarely get commented on officially it seems, but do get looked into. ¯\_(ツ)_/¯
 

DutchRits

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So I get the issue with Convoy pathing, but how does that work with Mech proximity? I'd think pairing the convoy to the Mech pathing would possibly work (I.e., "assign" a mech as the escort, which they'd follow, kinda like the mech that "picks up" the persons during the extract missions), but I'm not a code monkey.

And @Prussian Havoc, I've had to be on the other end coordinating the C2 to give that kind of order, and then coord the airpower to destroy the wreckage. LOL
 

DarkSpade

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Why not get rid of proximity requirement altogether? It's not like the convoy doesn't already know where it's headed and a smart commander doesn't need to be told to look after the people paying the bill.
 

Prussian Havoc

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Why not get rid of proximity requirement altogether? It's not like the convoy doesn't already know where it's headed and a smart commander doesn't need to be told to look after the people paying the bill.
In my opinion, I get spoiled being the end-all-be-all of my side in BATTLETECH’s CombatSIM.

On those rare occasions when I have an Allied AI Lance, or rather more frequently when I have an Allied AI Convoy, I enjoy BATTLETECH all the more.

The immersion and authenticity of BATTLETECH’s a CombatSIM really ramps up when some level of coordination with the AI is required to complete a Mission. For me, BATTLETECH is at its best when it incorporates elements of Clausewitzian Friction like this. To me a Mission Failure due to Allied Action or (in the case of a stuck Convoy Truck) Inaction. I am fine with that. It happens. It’s authentic. Sure, I’d like to Destroy-in-Place a struck Convoy Truck, but it is relatively small potatoes against the fact that BATTLETECH CombatSIM is as advanced and as authentic as it is.


So yes, the “Proximity Requirement” is the abstraction of Inter-Unit Planning, Coordination and Execution. In the real world, it isn’t always pretty or effective and sometimes leads to Mission Failure. And guess what? In BATTLETECH it isn’t always pretty or effective and sometimes leads to Mission Failure.

Whether intentional or not, HBS is bloody well spot on when it comes to this element of Clausewitzian Friction. And I applaud them for it. :bow:




EDIT: Having said all that, I am aware I am in the minority when it comes to this belief. And that is fine. :bow:
 

Prussian Havoc

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I still hold to the belief that while DiP is one solution, I'd just prefer the mission to auto-complete when all enemy units have been destroyed.
As long as all Enemy Formations have been triggered, I agree. Just like I don’t have to slog my way to the EVAC ZONE, once I’ve destroyed all Enemy Formations, calling it a day once all Enemy Formations have been triggered and destroyed for a Convoy Mission, makes sense. Plus it just might be possible to repurpose the EVAC ZONE quick exit from a mission for such an all-but-completed Convoy Mission - this could potentially save HBS time, talent and other finite resources. :bow:
 

Prussian Havoc

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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.
 

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I still hold to the belief that while DiP is one solution, I'd just prefer the mission to auto-complete when all enemy units have been destroyed.
that would be the most logical conclusion, since there would be nothing preventing them from getting out... aside from IDK... bugged pathing/proximity detection?

All I know is I put the game back on the shelf til it's fixed.
 

Prussian Havoc

PDXCON 2019 ~ MechWarrior of the Year
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