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Alien Base Troop Placement Bug


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#1 Bones

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Posted 26 April 2007 - 12:31 PM

When assaulting an alien base, my troops are almost always being placed outside of a room, completely encased in dirt. Obviously, they can't move at all. With lots of save-reloading, sometimes I get a usable starting position with most of my troops inside of a room instead of buried alive. Also, the troops never seem to start out in the entry zone of the base, but in some other random room.

I'm using xcomutil 9.60 with the original DOS version of XCom, running in DOSBox. I've also reproduced this problem with 9.50. Anybody else having this problem?

#2 Hobbes

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Posted 26 April 2007 - 12:41 PM

I've seen that problem before, it isn't limited to Alien Bases, sometimes 1 of my soldiers starts stuck outside the battlescape when assaulting UFOs.
I can't remember if exiting will list the soldiers as missing, if it does then you can recover them. However, if that doesn't work you'll have to load from a previous save.

#3 Bones

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Posted 26 April 2007 - 01:25 PM

I've never had any of my soldiers outside of the battlescape before. When starting the alien base assault, the troops are clearly on the battlescape somewhere, as sometimes half of the squad is in a room, with the others entombed in dirt one or two squares away.

#4 NKF

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Posted 28 April 2007 - 05:31 AM

What settings (the ones you set when running xcusetup) are you using by the way? I often have soldiers spawn in places other than the starting area when using XComutil for some quaint reason. It seems more frequent when I use the xcomutil settings that change the map drastically in some way, such as randomising the map or using the non-standard transports.

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#5 Bones

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Posted 28 April 2007 - 01:10 PM

What settings (the ones you set when running xcusetup) are you using by the way? I often have soldiers spawn in places other than the starting area when using XComutil for some quaint reason. It seems more frequent when I use the xcomutil settings that change the map drastically in some way, such as randomising the map or using the non-standard transports.

- NKF


I'm not using any of the terrain or ufo randomizing features. I'll restore all of the default map files prior to the next base assault, but I think that won't make any difference.

I am using the troop sorting feature, and I'll try without it for the next base assault.

#6 BladeFireLight

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Posted 20 May 2007 - 03:20 PM

Ive actualy seen this happen with large number of units and no tanks. Can you give me an idea of your load out?
Have you made any changes to the xcomutil.cfg file? Are there any errors in the xomutil.log file?

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Edited by BladeFireLight, 20 May 2007 - 03:22 PM.

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Combat is very simple, there is a first place and second place, second place is laying face down in the mud, sometimes, so is first place.

#7 Bones

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Posted 02 June 2007 - 05:37 PM

Ive actualy seen this happen with large number of units and no tanks. Can you give me an idea of your load out?


Between 10 and 14 soldiers, and I never use HWPs of any kind.

Have you made any changes to the xcomutil.cfg file? Are there any errors in the xomutil.log file?


No to both questions.

#8 Sangrahl

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Posted 10 July 2007 - 10:09 AM

I've had the same problem pop up a few dozen times.

I have constant training raids on a local Floater Base... (Two runs per day flying from the North Pole to the Netherlands. The squad consists of 8 units with small arms for reaction training.)

The main cause I've found is if the Skyranger lands with the Geoscape set to anything higher than a speed of 5sec.

I save prior to any launch for my own sanity and just reload and verify that my timer is set at 5s on landing. If it glitches again, I be sure to make the transport 'Patrol' for a short stint before landing, and that usually clears it up.

Losing 8 Snipers-in-training + Transport in a glitched run is more than mildly upsetting... Oddly, only the transport is negatively scored for the loss, but the troops remain lost in the ether, considered now "based" at the alien base.

Personally, the best part about XComUtil is the fact that everything is run via the background .BAT... even is Windows gets all uppity and decides that XCom broke some unwritten rule and must be shut down between Geoscape/Battlescape, the .BAT just starts up the next .EXE as needed. (I was plagued by XCom getting randomly swatted between Geo/Battle prior to XComUtil)

#9 divide

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Posted 05 September 2007 - 08:24 AM

I have 1 laser tank and 10 soldiers and this happens to me almost all the time. Major PITA if you ask me.
Maybe it's a problem with Dosbox?
I've found that commenting out xcomutrt in runxcom.bat fixes it -- it breaks interceptor troop placement, though.
So the only way to work around that is commenting it back and forth when assaulting a base or using interceptor.