Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » JA2:UB General Talk » Endless opponent turn
Endless opponent turn[message #261600] Sat, 04 September 2010 23:10 Go to next message
heebejeebes

 
Messages:19
Registered:September 2010
Location: Dallas Texas


Im still pretty new to the game so bare with me guys (Ive played a lot of other similar games from this era)

I am using the 1.13 mod and am having some bug issues (if this is not the appropriate forum I apologize, seemed like the most appropriate spot to post this)

I am invading Drassen, I decided to start with the mines because I need money. Ive got most of my team holed up in the northern dentist office without windows and have sent my stealth character out to wreck some havok. Problem is, as soon as I start combat and take my first turn the game grinds to a halt. The Opponent turn gets about 1/10 of the way through the bar then just stops as if one of the enemies just decided to sit there and not move at all. I went away for an hour to watch some TV and came back...no progress on the turn. Has anyone had this issue before. Ive scoured google for answers but have not gotten any. Is there a work around or a way to fix this problem??

Thanks in Advance

Septemvii
Re: Endless opponent turn[message #261603] Sat, 04 September 2010 23:54 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
While it's not a bugfix per-se, you can use ALT+ENTER to force the enemy to skip his turn.


Re: Endless opponent turn[message #261611] Sun, 05 September 2010 00:40 Go to previous messageGo to next message
heebejeebes

 
Messages:19
Registered:September 2010
Location: Dallas Texas
sweet thats good to know thank you

I was using a work around for the last hour or so (quitting the game seems to fix it temporarily) but I didnt realize you could force skip the enemies turn Thanks again!
Re: Endless opponent turn[message #261703] Mon, 06 September 2010 01:05 Go to previous messageGo to next message
MikeThePro

 
Messages:176
Registered:November 2007
Location: Bulgaria

I've got endless turns now and then. But if this happens just closing the game and starting again fixes it.

Seems that enemies which you don't see sometimes take actions which the game fails to recognize as end of turn and just sits there in an infinite loop waiting for something in the past to pass...
If the endless turn repeats after restart then the enemies are doing the same "forbidden" action again and again.My solution to that is to put that enemy in view...if possible.
Re: Endless opponent turn[message #261711] Mon, 06 September 2010 01:55 Go to previous messageGo to next message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
I'm not sure what causes it. The main problem is that I haven't been able to find the loop where it gets stuck, but everything points to an AI loop nonetheless. I'll keep trying though.


Re: Endless opponent turn[message #261754] Mon, 06 September 2010 17:33 Go to previous messageGo to next message
MikeThePro

 
Messages:176
Registered:November 2007
Location: Bulgaria

Dunno if this will help, but after using the alt+e(see all npcs) I spotted that the problematic enemies(can easily be found out after comparing the enemy-turn-bar's length) usually call stuff on their radios.Saw that 4 or 5 times when checking, which raises suspicion.
Of course, when watching them with the cheat turn doesn't freeze, although sometimes it delays for a while longer.
Re: Endless opponent turn[message #261755] Mon, 06 September 2010 17:44 Go to previous message
Headrock

 
Messages:1781
Registered:March 2006
Location: Jerusalem
Quote:
Dunno if this will help, but after using the alt+e(see all npcs) I spotted that the problematic enemies(can easily be found out after comparing the enemy-turn-bar's length) usually call stuff on their radios


Yes, that happens when an enemy has no better things to do, actually. The reason AI loops usually occur is when an enemy repeatedly finds nothing good to do, doesn't spend APs, and so goes into a loop trying to decide what to do with his APs. I fixed one such problem that occured because enemies couldn't calculate their AP costs correctly with the 100AP system, but apparently there's still something causing them to fail their logic somewhere.

I'll comment more on this when I have some results.


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