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Alpha 11: mission fails, although artifact is recovered and all enemy units are eliminated #3941

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wzdev-ci opened this issue Feb 12, 2013 · 14 comments

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resolution_fixed type_bug | by MrAnderson


In Alpha 11, an artifact has to be recovered and enemy units may not escape (not sure if enemy units may escape if they do not carry the artifact). However, in attached savegame the artifact has been recovered and researched and all enemy units have been eliminated. All that is left are some minor structures. However, when moving closer to those structures, an enemy transport arrives, heading to the enemy's landing zone. It does not pick up anything there and instantly flies away. Mission fails.

When ignoring the enemy's remaining structures and returning to the own lz, the mission is successful. This is inconsistent.


Issue migrated from trac:3941 at 2022-04-16 10:52:51 -0700

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MrAnderson uploaded file alpha11.tar.xz (68.5 KiB)

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wzdev-ci commented Mar 2, 2013

NoQ changed blocking which not transferred by tractive

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wzdev-ci commented Mar 2, 2013

NoQ changed blockedby which not transferred by tractive

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wzdev-ci commented Mar 2, 2013

NoQ commented


Not sure: this might happen if you let the enemy recovery group reach the base and then kill all their units without getting close enough to trigger the transport.

Could you get us an earlier savegame with some NP units around, but this issue still reproducible?

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wzdev-ci commented Mar 2, 2013

NoQ uploaded file an_attempt.patch (0.5 KiB)

This might help, not sure. But won't change anything in this particular save.

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wzdev-ci commented Mar 3, 2013

MrAnderson uploaded file alpha11-pre.tar.xz (67.2 KiB)

Earlier savegame, some enemy units still around and problem reproducible (also with patch).

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wzdev-ci commented Mar 9, 2013

NoQ commented


Uhm i think you forgot the .gam file.

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wzdev-ci commented Mar 9, 2013

MrAnderson uploaded file alpha11-pre.gam.xz (0.5 KiB)

missing gam file

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wzdev-ci commented Mar 9, 2013

MrAnderson commented


Indeed, forgot it, sorry.

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wzdev-ci commented Mar 9, 2013

NoQ commented


Aha, i see. You let the capture group get to the base, then destroy it without alerting the base. There are a lot of issues to fix there (such as make sure the base is alerted when you attack it, make sure enemy tanks don't stand still when you bombard them), and we need to think what we need to fix and what can be left out.

  • Project HQ: Hey, don't let ANYTHING escape, got it? We have no idea what they're carrying.

  • Project HQ: Gah, these guys made it to the base. No idea what they brought there.

  • New Paradigm HQ: Ouch, they're attacking our base, let's evacuate the people at least, call in the transport!

  • Project HQ: Hey, what's that flying thing? A transport! Gah, they've taken something from the base and getting away with it, we're doomed, I repeat, DOOMED!

What i'm trying to say is that probably for story consistency it's better to believe that it's not necessary to have a droid carry the artifact inside the transport. Then the real bug is that HQ allows you to return when the enemy LZ is not yet cleared and captured.

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MrAnderson commented


Actually, I think I have completely destroyed the capture group. None of the enemy units made it back to the base, and I recovered the artifact.

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Cyp changed status from new to closed

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Cyp changed resolution from `` to fixed

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Cyp commented


See #4444.

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