BATTLETECH - Tag Team mission bugged - can't evac at end

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Sadao Yamamoto

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One line summary of your issue
Tag Team mission bugged - can't evac at end

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?
1.8.0-629R
What DLC do you have installed?
Flashpoint,
Urban Warfare,
Shadowhawk Pack

Please explain your issue is in as much detail as possible.
After completely destroying all enemies in the "Tag Team" mission on a desert map, the three surviving members of the Allied Lance I'm escorting just wander in a circle, and there is no apparent location for them to Evac to on the map. This results in the mission being uncompletable.
Have you tried verifying your files?
Yes

Steps to reproduce the issue
Play the Tag Team mission, possibly need to get at least one member of the escort lance killed.

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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MartialisRex

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May 19, 2018
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I came here to post the same thing. I just ran into this bug. I too lost one of the allies, so I don't know if it is specific to this situation or if the mission would still bug out if you lost 0, 2, or 3 of them.
 

Cherrybomb67

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I honestly had the same exact thing happen and googled the issue, only to find this reply like a half hour after it was originally posted. I'm now posting purely to hope it gets some more attention.

As a little more context from my end, I also only had one of the allies die, and it wasn't even the leader. In my case he was 'Agamemnon'. He survived till the end, but when I had my first ally die, it triggered a message from Agamemnon like he was the one getting destroyed, cutting off in a burst of static.
 

Drayke Howzer

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Confirmed. I am also having the same issue.
I managed to keep all 4 of the "Merc Haters" alive on a Lakeshore / Mountain Terrain Map, so I thought the game was just being bitter.
 

Stuckhere

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Same issue, except I had 3 of the merc haters die.

Guess ya'll are more forgiving than I am, or just better commanders XD
 

Zebedar

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Has anyone found a fix to this? Or is the only option to withdraw or save-scum to before the mission?
 

Static.Sprocket

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Also encountered the same problem, Iron Man game, enemy completely eliminated, lost one member of the tag team, mission end is not being triggered.
 

type-1

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Duplicate post:
https://forum.paradoxplaza.com/foru...m-mission-no-evac-zone.1297763/#post-26120185

I feel like there are two possibilities for the issue, one of them is a hidden enemy mech on the map somewhere preventing the evac from spawning so a tentative possible fix is to send your four mechs to the extreme north, south, east, & west of the map to hunt and kill the stragglers as this worked for me once of the two times I encountered this issue (although it may have also worked the second time too but I just withdrew from combat).
 

Static.Sprocket

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I did two full circuits of the map borders, multiple restarts of the game, and I'm fairly sure I killed the full 12 mech complement of the enemies that there were supposed to be. In the end I decided to enable the debug/dev tools and just completed the mission that way.
 

Smooge2

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Just had this bug as well. Had 1 of the allies get killed, destroyed OPFOR, no extraction point. Anybody figure out a way to get past this yet?
 

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I just encountered the same issue: Skull 1 - Tag Team. One of my Pirate friends got blown up and we killed both Davion lances. Pirates kept circling around the centre as if in combat modus (kept guarding themselves). I was outside of combat modus.
 

Zelus

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Just lost an Iron Man run due to this. This is an issue after Heavy Metal, really!?
 

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If you ALT+F4, than you should be able to restart the mission after starting the game again -it worked for me and the bug did not occur again in the same mission.
 

Mortrag

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Just experienced this bug today, so it is still a thing.

Here my attempt for an explanation:
The two times I finished this mission succesfully, I got a notifaction from Sumire (or Darius) about the second enemy lance (which is already from the start on the map). And also, at the second attempt after getting this notification, enemy reinforcement was brought in via a drop ship. So I had to figth 12 enemy mechs in total.
My third time I played the "Tag Team", I ran into the bug described above. This time I got no notifaction about the second lance. All 8 enemy mechs were destroyed, but I got only the objectiv to destroy the first lance. The objectiv to destroy the second lance didn't show up.
So if the second objectiv is not triggered and after that, the arrival of the third lance is also not triggered, this would explain while the mission is still going, although there are no enemy mechs on the map.

[Edit: Partly wrong assumption, see my nex post. Now about the question, why the second objectiv is not triggered:
I have the feeling, that your lance has to cross a certain point of the map/to be within a certain area of the map to trigger the objectiv. But if the second enemy lance comes quite aggressiv towards you, you kill this second lance before entering the necessary area to trigger the second objectiv. But when the second lance is already dead, you won't get the objective to kill it and so the whole thing can't continue.]

Has maybe someone some data about this theory?
 
Last edited:

Mortrag

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Hey guys, did some testing today and I'm quite positiv, that I figured this one out. Here is my summary:


A. The problem:
As mention in the first post, you played a "tag team"-contract. But after killing all 8 enemy mechs (first and second lance), your friendly mechs wander in circles and the mission does not end.

B. The reason for this problem:
The contract does not end, if the main objectiv "Destroy the second enemy force" is not triggered. If you destroy the second enemy lance before this objectiv appears, your game will be stuck as mentioned above.

C. How it shoud be triggered:
The main objectiv to destroy the second lance should be triggered, if either you move one of your mechs in direct line of sight within medium range to a mech of the second lance, or if an enemy mech does this to you.

D. The bug:
Although point C. does sound quite easy, there is an as easy way to prevent this from happen:
If you target a mech from the second lance a) with indirect fire or b) with weapons at a large or extreme range, every mech from the second lance who is spotted at this point wont trigger the second objectiv anymore. (So not only the mech you are shooting at and not automatically all mechs of the secon lance, but all who are already spotted. And it doesnt help, if one mech goes unseen again, after this point he won't trigger the objectiv in this match.)
(So the easiest way to recreate this bug is to take some mechs with LRMs. And after fireing them once at a mech of the second lance, while all mechs of the second lance are spotted. After that, you can happily stray between the mechs of the second lance, without triggering the necessary objectiv anymore.)

E. How to prevent this from happen:
Simply don't fire at the mechs of the second enemy lance before you have the objectiv to do so.

F. What to do in case of emergency:
I. There are still mechs of the second lance alive: Save the game, reload it and after moving one of your mechs, the necessary objectiv should be triggered.
II. There are no mechs of the second lance alive: Sry, you have to load the "before mission auto-save" and replay the whole thing.
III. There are no mechs of the second lance alive and you are playing in ironmode: Well, you're [edit myself: language] ...in a quite unpleasant situation which I do not want to trade with you.

Hope this helps you. And as you see, the number of surviving friendly mechs are not relevant.
Maybe HBS can adress this one in their last bugfixing-patch.
 

Vetgirig

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This bug is still in the game. Had to withdraw to end the mission.
 
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Trafulgoth

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I just hit this bug as well. Killed all enemy mechs, didn't lose any friendlies. My lance emphasizes LRMs with a spotter mech, so never got spotted by the enemies.
 
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mmlac

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And still not fixed one year later. With the DLCs being done, guess "Tag Team" missions are a no-go from now on... :mad:
 

TbNewt

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And still not fixed one year later. With the DLCs being done, guess "Tag Team" missions are a no-go from now on... :mad:

To repeat advice that was mentioned above and elsewhere: If you Alt+F4 the game (force closing it down), then you will be able to redo the mission. This worked so far for me every time -not ideal, but at least it is not locking you out of a map mode and/or a campaign.