Can someone explain to me.....

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@Timaeus
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.
This also has the added benefit of having buttons to log contract information and AI. ya know, if that might be helpful for reporting the bug. which people should do.
How to: Tech Support/ Bug report
(screenshots help too.)

upload_2019-12-13_0-24-49.png

CTRL + SHIFT + MINUS to open the debug menu in mission.

So, I haven't modified json settings before but I entered exactly what you wrote after I ran into another stuck vehicle. However, when I load the save game I am unable to access the debug menu. Any suggestions on what I am missing?

Never mind, I dug around on the googles and found out I had to edit the registry to enable it and it worked. Thanks again.
 
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@Timaeus


So, I haven't modified json settings before but I entered exactly what you wrote after I ran into another stuck vehicle. However, when I load the save game I am unable to access the debug menu. Any suggestions on what I am missing?

Never mind, I dug around on the googles and found out I had to edit the registry to enable it and it worked. Thanks again.
Well glad the registry edit worked for you, though I can guarantee it's never required to be done to enable debug.
 
I entered exactly what you wrote where you said to put it. I triple checked it, tried variations and CTRL-SHIFT-MINUS key would not open the console. After I edited the registry, worked fine.
 
This is an irritating bug. For whatever reason I hadn't run into it pre-Heavy Metal, but I've now had it happen twice, and both times it was in really frustrating. The first time was in the third (and final) mission of a flashpoint, so when I withdrew I failed the flashpoint. The second was just a particularly long escort mission in which I'd spent many turns navigating the map only to be unable to complete the mission.
 
I've gotten the vehicle stuck on the badlands map with the elevated ramp where one vehicle goes to the left and gets stuck in the lower level and won't move away from the target to get onto the ramp. It happens more often when I try and keep the escorts away from the convoy so that they bunch up so they'll enter the zone at the same time instead of spread out over three or four turns. Now on that map I move a mech to stand in that lower notch area to prevent the vehicles from moving there.
 
Yep, I've had this happen three times now. The first time the vehicle eventually woke up, the other two times (both in an ironman game) it goes to sleep when there's a mech standing right next to it (with Darius complaining that we need to stay close) and then it absolutely refuses to move again no matter where I move my mechs. It's utterly infuriating.
 
I’ve seen this multiple times as well. Had a mission where everything was going fine then one of the convoy decided about 2 turns away from the target zone to NOT stay on the road and instead detour onto a little hillside. Guess they thought it was a scenic turnout or something. After moving there, they wouldn’t go forward, wouldn’t go back, just sat there, even after killing off the opfor triggered when the others entered the recovery zone.

I agree that a map with all opfor cleared should be considered a successful mission. Either that or allow for friendly fire “persuasion” to get it moving again. I mean, maybe there’s a spy in that one broadcasting the convoy location so the opfor knows where to land. It could happen...
 
I've never experienced the bug and am convinced like a few others that those who do are either keeping their lance too close to the convoy or are unintentionally blocking the pathway at one point or another that triggers this. The tried and true method of simply searching for the dust-off point and then moving three mechs there to defend it before triggering the convoy goes a long way to avoid this. The triggering mech is the escort they seem to key off of anyway and I'm careful to have it nearby the last vehicle but always off the pathway and at some point it must patiently wait for the last vehicle to resume travel before herding it to the endpoint. By judiciously positioning this 'escort' slightly behind or off to the side of the last vehicle I can also get them there in a tighter group so the forward elements are minimally exposed to fire while waiting for the stragglers. ...or maybe I've just been lucky.
 
I've never experienced the bug and am convinced like a few others that those who do are either keeping their lance too close to the convoy or are unintentionally blocking the pathway at one point or another that triggers this. The tried and true method of simply searching for the dust-off point and then moving three mechs there to defend it before triggering the convoy goes a long way to avoid this. The triggering mech is the escort they seem to key off of anyway and I'm careful to have it nearby the last vehicle but always off the pathway and at some point it must patiently wait for the last vehicle to resume travel before herding it to the endpoint. By judiciously positioning this 'escort' slightly behind or off to the side of the last vehicle I can also get them there in a tighter group so the forward elements are minimally exposed to fire while waiting for the stragglers. ...or maybe I've just been lucky.

I experienced it yesterday, and I can assure you I did not have the path blocked, nor were my mechs close to the convoy. In fact the few times I do take an escort mission I do not place my mechs anywhere near the roads (since this is the path the vehicles usually take). My usual tactic is to leave my missile boat with the vehicles, ALWAYS trailing behind them, and have my other 3 mechs spread out far to the sides along the route ahead of the convoy.

However, in this case the convoy unit that moved to an unmovable position was blocked by the other convoy vehicles. There is also one particular tundra map where this thing happens almost every time I try it.

Anymore I take the simple solution to the problem by never voluntarily taking an escort mission. This is also one of the big reasons that I will never play this game on iron-man mode.
 
NN...
I've never experienced the bug and am convinced like a few others that those who do are either keeping their lance too close to the convoy or are unintentionally blocking the pathway at one point or another that triggers this... ...By judiciously positioning this 'escort' slightly behind or off to the side of the last vehicle I can also get them there in a tighter group so the forward elements are minimally exposed to fire while waiting for the stragglers. ...or maybe I've just been lucky.
I’ve been bit by this bug, maybe a dozen times... but then I’ve played over 5,000 hours and counting, so it’s to be expected that I’ve seen such thing a bunch of times.

First off, you are right Good Sir. I got bit most often early on when I stepped on, in and among my convoys. Like you, I discovered Ariosto ways and means to mitigate such disruption. For me it is an LEM Mech “slightly behind and off to the side” of the last vehicle, but in my variant I also keep a second LRM Mech, maybe Long Range Direct Fire Mech, slightly in front but well, well to the side. This second Mech is so it can be easily “seen” by convoy vehicles but NEVER impede them in their race for the Landing Zone.


And you’ve nailed it on the head Good Sor. Just as you, I and others can take steps to mitigate and reduce/eliminate this bug occurring, others might be inadvertently ramping up and dramatically increasing their odds of it occurring.

it is not their fault and I don’t think anyone does this intentionally but to me the message in-game that the convoy “has lost sight” of the Player’s Mechs when clearly they are RIGHT THERE, well... this engenders a large measure of frustration, bordering on rage sometimes (I know this for a stone-cold certainty because precisely this has happened to me maybe three times.)

Any how, I think your lucky too as I would think the bug would have bit you given sufficient time in the game.

But reset assured, with the comprehensive and multi-pronged approach to solving the Convoy AI Problem that HBS is bringing us with Update 1.9, you may soon never get to experience what so much of us have. And that is a good thing. : )
 
There is also one particular tundra map where this thing happens almost every time I try it.

It's the one where they go through a river, isn't it?
 
That river level does get borked sometimes, but the last SNAFU that i got was the first mission of the Hatchetman flashpoint. One of the tonkers strayed off the road (he wanted - and got! - that 'Mech kill), and then was apparently stuck in gear, or liked the view, or decided to hotbox the ever-loving hell out of his APC, because he didn't move again.

CTRL ALT DELETE to the rescue...
 
Well, I stand corrected on tactics which may instigate this bug; I do have considerable time in the game (I've completed the campaign thru each of the patch/add-ons but have only gone thru a career once). As there is active discussion about this there is no doubt it is real. I have experienced the convoy stopping in the scenario with crossing the stream, as well as a 'badlands' hillside scenario where they veer off the main path to an upper fork; but have always managed to get them moving again and complete the mission (a stall like this sometimes results in one of the forward vehicles getting vaporized in the dust-off zone as we wait for the recalcitrant vehicles to resume the convoy, despite my best efforts to redirect opfor fire toward my lance). I am also aware of players who prefer to play 'canon' by actually moving with the convoy instead of 'cheating' by moving mechs ahead to the landing zone leaving escort duties to one mech only. Hopefully for those who experience this the 1.9 patch will fix or minimize this.
 
Yes it is. I take it I'm not the only one to have this experience then?

On the bright side, the new patch should fix it.

I've had it . . . stall . . . vehicles in there, but they usually get moving again. But I also make damn sure I kill *everything* before starting the convoy moving to avoid combat complications.

Edit: I sure hope the new patch does fix it, because when it does happen to me - and it hasn't since I started administering a thorough dismantling of OpFors before getting the convoy underway - it always seems to be a case of pathfinding going awry because something was in the way of the path the unit wanted to take. I think later versions of Escort missions were far more generous because most missions I had it happen on are ones from the initial . . . Vanilla release.
 
I have not tried 1.9 yet, but I did now and again seem to have the convoy situation where the drivers must had been arguing how slow an Annihilator should move and each in turn (usually the last 3) tried to show just how slow this should be.
23 rounds later and finally coming up on the dropzone, nearly there lol.
 
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I have not tried 1.9 yet, but I did now and again seem to have the convoy situation where the drivers must had been arguing how slow an Annihilator should move and each in turn (usually the last 3) tried to show just how slow this should be.
23 rounds later and finally coming up on the dropzone, nearly there lol.

I bring a book to read when doing escort missions. You can usually get a few pages read each time the convoy takes a turn