Author Topic: MECHTOID TERROR SHIP PROBLEM  (Read 3349 times)

Offline SIMON BAILIE

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MECHTOID TERROR SHIP PROBLEM
« on: November 17, 2014, 05:45:02 pm »
Was ending my go on turn 4 and the following happened, during the "hidden movement phase" of the aliens turn the screen wouldn't change to my go for turn 5. Managed to work around by putting on debug mode and killing all remaining aliens, 4 or 5 I think. However I'm concerned that this may happen again, perhaps on an alien base mission or the Cydonia mission. My limited knowledge is guessing that it's one of two things happening: (1) The civilian @ (24,39,0) is messed up somehow or (2) There's a problem using "Yet more UFOs" version 0.6 as, far as I'm aware, the new terror maps haven't been fully checked out yet. Please advise for future reference. First .sav file is @ the end of my turn 4 and the second one is after that with debug mode on and it seemingly sticks on the civilian and the aliens turn won't end.

Offline Warboy1982

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Re: MECHTOID TERROR SHIP PROBLEM
« Reply #1 on: November 18, 2014, 01:51:25 am »
no offense, but i can't really debug this, there are too many mods involved.
« Last Edit: November 18, 2014, 02:09:19 am by Warboy1982 »

Offline VSx86

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Re: MECHTOID TERROR SHIP PROBLEM
« Reply #2 on: November 21, 2014, 01:52:58 am »
Good night!

I have encountered similar situation earlier (don't remember it happened in Xeno or PirateZ mods),
but one of nightly builds was always crashed during an alien faction turn in battlescape.
I have bypassed this situation by demoralizing all aliens (by setting morale: 0
for all units with faction: 1 (aliens) value in the battlescape saved game file,
so all aliens panic/berserk next turn (even HWPs: cyberdisks, sectopods, etc.),
and no any crashes.  ;)

I made this for you, too. Try it and report if it help or not.  8)
If no, then i'm try some similar method.

Offline SIMON BAILIE

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Re: MECHTOID TERROR SHIP PROBLEM
« Reply #3 on: November 21, 2014, 03:01:41 am »
Thanks for the fix but I had managed to work round it. Will keep the zip file for future possible occurances/reference. Just one question I wud assume that I wud extract this over my .sav file. Also from what u have stated if it happens again will just making all aliens morale=0 get round this problem?

Offline VSx86

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Re: MECHTOID TERROR SHIP PROBLEM
« Reply #4 on: November 21, 2014, 08:21:21 am »
> The modified save files are slightly renamed.

> If such bug happen again, first try with morale=0, but if this won't work,
try set a very high value for stunlevel, e.g. stunlevel=444,
so aliens will become unconscious one after another (as soon as you load
the saved game). Obviously, this "some similar" method allows you to capture live aliens.