Can someone explain to me.....

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GridLink

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The few times I've had a convoy vehicle stuck bring a single mech back to behind and near it has always gotten it moving again. But now I've taken to always having a mech chasing the last convoy vehicle I've not seen it in my last 30 or so escort missions (which tend to be my second favourite kind of mission since they are typically easy money for their skull rating).
 

BunglingLummox

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they are typically easy money for their skull rating
This is true, but good grief are they tedious. I don't really want to spend five turns walking in between fights, knowing fully well that no more enemies are going to appear until the first APC reaches the evac zone. I like assassinations for the guaranteed good salvage, and I like battle+ for the variety of scenarios. Escort contracts fall into a "boring but profitable" space.
 

Kereminde

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If I would hazard a guess, it is because we do have a work-around: The "Withdraw" button.

I recall one time, saving/reloading did unstick them? Or I may have just been lucky.
 

stjobe

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I recall one time, saving/reloading did unstick them? Or I may have just been lucky.
It depends - and this is probably another reason the bug is hard to pin down; it might not be just one bug but several.

I've seen vehicles obviously stuck in terrain (as in, sunken into the ground, or halfway through a cliffside), I've seen vehicles refusing to move until you go back and herd them (even before they told us about being too far away), and I've seen vehicles refusing to move no matter what. So that's at least three probably different bugs under the same "vehicle doesn't move" heading.
 

Kereminde

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I've run into it three times, and they were all before the Flashpoint DLC. Since then, I've had a different bug (a repeated complaint of being out of range on an alpine map on the first round of escorts, even if standing right next to the convoy) but "stuck units" tended to merely be waiting until the next round.

I can only guess what's causing it: Something pathed onto a "node" they were intended to move to. This appears to be because the vehicles all follow a predetermined path of "nodes" from their start to finish, since they appear to act in the same order every initiative no matter what. There appear to be a few alternatives, but in essence they have to stick to a road on the map and do not often stray outside of it.

Which causes problems when your units happen to get too close. The convoy can't see the path anymore, so one unit stops short and doesn't move until it can pick up the right path.
 

stjobe

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The convoy can't see the path anymore, so one unit stops short and doesn't move until it can pick up the right path.
While that might be a similar bug, the one(s?) discussed here is where the vehicle never starts moving again, no matter what the player does. That's the ones that force a bad faith withdrawal and can't be solved in any other way.
 

Kereminde

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While that might be a similar bug, the one(s?) discussed here is where the vehicle never starts moving again, no matter what the player does. That's the ones that force a bad faith withdrawal and can't be solved in any other way.

I recall having this one - once. And a save/load "unstuck" the convoy. Notably, when sometimes an enemy spawn is bugged where it apparently spawns "invisible" or "under the world"? Same thing will cause it to reappear where it should be. (This happened once in my Career run off-stream, so I didn't capture it happening.)
 

Runestar

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I can't remember which one but one of the overhaul mods has friendly fire in it, so that's not difficult.

As for this bug, for the time being I just play with the command console enabled and click complete mission whenever this bug hits.
 

Kunari

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If you absolutely don't want to restart/withdraw you'll have to enable. debug and open the debug menu in mission to complete the mission....

CTRL + SHIFT + MINUS to open the debug menu in mission.[/SPOILER]

Awesome, I'll stop skipping the escort missions now. If you're watching devs; The worst map is the snowy mountain pass for me, most others seem to work more often than not so maybe the best bet to recreate the bug(s).
 

Kereminde

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Awesome, I'll stop skipping the escort missions now. If you're watching devs; The worst map is the snowy mountain pass for me, most others seem to work more often than not so maybe the best bet to recreate the bug(s).

Is that the one where the convoy dips down into a river? Because I have one unit which always stops in the river with movement left . . . then starts back up again if I just hold position.
 

Kunari

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Yes that's the one and doesn't matter what I do one unit gets stuck after the river usually
 

Donvale

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Is that the one where the convoy dips down into a river? Because I have one unit which always stops in the river with movement left . . . then starts back up again if I just hold position.
Played that map many times. I always have two mechs already over the river the convoy moves over and the other off to the side over the bigger river before activating the convoy with the last one.
Never had an issue, although I have probably never had a convoy unit shot at on this map either.
 

Kunari

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Hmm, now why didn't i think of clearing the map before activating the convoy?! LOL I'll for sure try that! Thanks.
 

Blade_mercurial

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Is that the one where the convoy dips down into a river? Because I have one unit which always stops in the river with movement left . . . then starts back up again if I just hold position.
That's the only map where I've had this bug occur for me. However, it only occurred for me a long time ago when I was playing Roguetech, so I actually thought the bug was due to that mod (or one of the mods in it), and not in the base game. I've done that mission quite a few times since uninstalling Roguetech and never had it happen since (again, reinforcing my belief that it was a mod issue, not a HBS one).

Even without the convoy refusing to move, that particular map is super tedious. Its probably the most boring escort mission of them all (considering how long it takes to get the convoy to the drop off). And the Reinforcements on that map are so dumb. They either cannot figure out how to get over the big mountain to attack (either your mechs or the convoy) or if they do have jump jets, they typically jump in a way to expose their rear to some of your lance, making them easy to kill.

But yeah, I haven't had this bug occur in a really long time....definitely pre-Urban Warfare, maybe pre Flashpoint? Not sure. My current Escort Strategy is to completely ditch the convoy with all of my mechs. I get the annoying message from the convoy, bemoaning the loss of their escorts, followed by Darius telling me 'he's not wrong, commander' blah, blah. Yeah, but none of you dumb@sses are gonna get killed when I spawn the Reinforcements! Then, after the Reinforcements are killed, I move back and get the Convoy going again. If I keep one mech back to let the convoy keep moving, there's always one suicidal vehicle that zips far ahead and gets destroyed (although admittedly, if I kept a Mechwarrior with Multi-target, that might not happen to me).
 

Kereminde

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Clearing enemies BEFORE starting the convoy is, of course, recommended. (Every time it is possible.)
 

Prussian Havoc

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Clearing enemies BEFORE starting the convoy is, of course, recommended. (Every time it is possible.)
That right there is Senior-level Mercenary Outfit Management! :bow:

CLEAR and HOLD
 
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EmptyPepsiCan

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I agree that it's an extremely irritating bug, made far worse by the lack of a work around. IMHO, if we destroy the OpFor without failing the rest of the mission then we should just win. If there's an APC outside the evac point or a couple of buildings left to destroy just give us the benefit of the doubt.
 

Kereminde

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Note: I recall a couple contracts where this was not possible, as the OpFor would have elements show up as soon as the convoy was triggered. At least one of these was on the Martian biome, I think.

Also, this is still not the worst part of escort missions. That one has to go to that nasty business on Peritallada.

I agree that it's an extremely irritating bug, made far worse by the lack of a work around. IMHO, if we destroy the OpFor without failing the rest of the mission then we should just win. If there's an APC outside the evac point or a couple of buildings left to destroy just give us the benefit of the doubt.

I kinda think this might be a good idea. As there's also the unlikely, exceedingly unlikely, possibility of having run completely dry on ammunition and having no energy-based weapons to destroy buildings with. It's unlikely, improbable, but still possible.
 

EmptyPepsiCan

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I kinda think this might be a good idea. As there's also the unlikely, exceedingly unlikely, possibility of having run completely dry on ammunition and having no energy-based weapons to destroy buildings with. It's unlikely, improbable, but still possible.

Sure, I guess, but I think that there will be far more instances when a player is pleased to have been saved from 5 minutes of tedium or a mission breaking bug than instances in which the world's most hardcore roleplayer feels like the game gave him a freebie. Either way, the workaround could also be made optional - a "Mission Complete" button paired with a "Finish Mission Manually" button would do the trick.
 

Kereminde

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Either way, the workaround could also be made optional - a "Mission Complete" button paired with a "Finish Mission Manually" button would do the trick.

Nope. I would not advocate this, if only because it's neither simple or easy to work into the game - and isn't quite as necessary as putting a check in every mission type of "No OpFor? Sumire scoops you up, mission completed."