UFO:Alien Invasion

Technical support => Feature Requests => Topic started by: Negator_UK on May 01, 2008, 10:12:20 am

Title: Map did not end when all aliens dead - arrghh!
Post by: Negator_UK on May 01, 2008, 10:12:20 am
Hi nice game - full congrats in another thread...

My first game, standard difficulty about 3 months in.. v2.2.1, no mods. I use standard HUD.

Playing a map with a tropical theme, with a patio style path between a two stoey house and a single storey bungalow (sorry, don't know its name).
PHALANX starts in a valley below the house at edge of map (so close to edge that some men can't retreat into dropship - ouch).

It was a tough fight as aliens used particle weapons and new orange lizardy guys for first time - lost 3 men - high for me but not unprecedented.
After I had killed all aliens and scoured the map for survivors could not get map to end.

Tried to load new particle guns onto dropship and some in survivors backpacks, but did not see them in my base eq lists after I aborted mission.

Notice some kind of strange inabilities to load men up with new kit when cleaning up area and overlaying image tiles in inventory - memory bugs ???

Please advise if  there is an invisible monster that needs IR as I'm not sure if I use IR gogs correctly (no feedback from HUD).
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: blondandy on May 01, 2008, 12:21:10 pm
I think that loading stolen gear into the ship and doing a runner does not work (like it did in X-COM). I think this is on the post 2.3 TODO.

i have never had a map not finish when all the aliens were killed... odd.

IR goggles perform no useful function ATM.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Negator_UK on May 01, 2008, 01:24:50 pm
Thanks for the tip about IR gogs I'd have looked long and hard for those to work once I gotstuck in a night mission (although I'm good at avoiding them generally ;-)

Obviously there was some scared alien cowering in a corner - An old TFTD bug could put these off-map so you couldn't get to them.

Seemed kinda deja-vu to see them in a totally different code-base, must be an illusion !!!

BTW do you know how to transfer mutiple items between bases quickly, I just had to click 1000 times to transfer 1000 alien materials and I have 1200 to go ;-(

Is there a multiplier key ?? I tried alt, shift ctrl etc but no luck.
Title: My map does not end either.
Post by: Tuidjy on May 03, 2008, 08:35:12 pm
I am replaying, again and again, a map that does not end.  There are six enemies,
and at some point, I see all of them.  Then, one of them seems to jump under a
bridge, and after I kill the other five, I cannot find him.

The map is made up of two houses, one on a hill, and one lower, to the right of
my landed craft.  The bridge is between the two houses, and my people cannot
go under. 

Are there any console commands that I can use to locate the last alien?  I will
try to kill them all when I see them...  But it may be nice to understand what
happens to the missing one.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: BTAxis on May 03, 2008, 08:41:34 pm
There are commands for showing all the aliens as well as killing all of them. However, these commands won't work if you installed the game with an installer. You'll need a debug build.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Tuidjy on May 03, 2008, 08:48:32 pm
Ah ,well.  Even if I got a debug built, I will probably not run into
this exact combination again.  Thanks for the prompt reply.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: BiggAl on May 06, 2008, 10:03:26 am
is there a command to get a complete list of console commands? I am trying to play through the trunk version and it would be useful to be able to debug / get past repeatable bugs.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Mattn on May 06, 2008, 11:37:01 am
yes - cmdlist (cvarlist and others - see the command article in our wiki)
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Ghostwheel on May 07, 2008, 07:12:00 am
Hi guys,

First post here. I was a slavering X-COM fan...so MANY thanks for bringing this back. The differences and enhancements make this one much more fun. Hell...I have even stopped playing World of Warcraft for this one for a while ;).

However, I too am having the same problem with that particular map. Seem to have a lizard hiding off the map. Any suggestions on how to complete the mission? Do I just keep redoing it until I can trap them all somehow? I am not a coder, so running in "debug" probably won't help. Please let me know if you have any ideas. Thanks.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Mattn on May 07, 2008, 07:46:31 am
it would be nice if someone could make a screenshot of the map (or did i miss the name here?)
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: blondandy on May 07, 2008, 02:33:06 pm
The map is made up of two houses, one on a hill, and one lower, to the right of
my landed craft.  The bridge is between the two houses, and my people cannot
go under. 

Sounds like eaglenest to me. I am at work, so cannot check that eaglenest is the one that looks like that.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: BTAxis on May 07, 2008, 02:56:46 pm
I thought it was Japan?
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Ghostwheel on May 07, 2008, 10:39:31 pm
The Map I was having trouble with was in Rzeszow. Name was Terrain02d. The map can be viewed at:

http://good-times.webshots.com/photo/2113871640098956985OIOoSf

Thanks.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Negator_UK on May 09, 2008, 03:26:24 pm
I didn't get the name of the map either, but the solution is simple.

Retreat, lose the battle - it doen't really interfere with the war.

Cheers.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Doctor J on May 10, 2008, 11:16:41 am
There are a couple of maps in which aliens seem to get stuck in the walls.  The +shelter map is quite bad for that, in my experience.  I've learned to just hit "Auto-Play" when i see that one.  It doesn't hurt as much as starting it and having to abort.  Funny, i've never had a problem with Rzeszow.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: blondandy on May 10, 2008, 11:46:29 am
hopefully wilminator's improvements to the pathfinding should stop this.

I have seen stuck aliens a few times. It was not sporting, but I was able to eliminate them.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Doctor J on May 16, 2008, 05:02:57 pm
@Blondandy: For those of us suffering from Clue Deficit Disorder, can you give us a hint?
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: blondandy on May 16, 2008, 10:37:30 pm
not sure which bit requires elucidation...

a nice chap known as wilminator is improving some of the code. i hope that stuck-actor bugs will disappear.

on the few occasions that enemies of mine have been stuck, they have been visible, and i have shot them until they be dead.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: DanielOR on May 21, 2008, 06:57:07 pm
Installed 2.2.1 with installer a week ago, ran into the exact same bug last night.  Drove me nuts walking around the map, soldiers saying "here, kittie-kittie-kittie".  Hit escape, replayed, killed 'em all. I guess I got lucky and got them before they had a chance to get stuck some place.

Afterthought: do paniced aliens un-panick if left alone long enough?
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: BAM on May 21, 2008, 10:03:20 pm
I believe so.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: DanielOR on May 21, 2008, 11:44:45 pm
ha.  before giving up on that game and replaying, I hit "next turn" 20 times maybe.  Means that once stuck in Limbo, alien cannot get unstack and return to the map.  Or this guy was really, really scared.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Doctor J on May 24, 2008, 11:45:24 am
on the few occasions that enemies of mine have been stuck, they have been visible, and i have shot them until they be dead.

Okeh, that was it then.  I think so far when mine get stuck, they've gotten stuck somewhere i can't see them.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: ZebTa on June 28, 2008, 02:16:06 am
Had exactly same adventure on that map "Rzeszow" :
the lizard just disapeared 'under', at least around, the left side of the bridge, then, no way to end the map.

By the way, it was the only place it occured.
I 've relaunched the map, place my soldiers differently, and could do the job.
Something goes wrong in that one.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Mattn on June 28, 2008, 08:28:47 pm
please make screenshots - that would really help to fix it - you can reload that map via console, too. just mark the place with paint or gimp and it should be easy fixable.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: ZebTa on June 29, 2008, 10:05:57 am
(http://img262.imageshack.us/img262/3658/ufbuglh6.th.jpg) (http://img262.imageshack.us/my.php?image=ufbuglh6.jpg)

It looks like that: during aliens party time, a lizard briefly appears in the blue zone, coming from house or around , going to the left, then disapeared behind the little relief. Never seen again, i don't think the grass own the trouble, more probably the junction with rock slope and/or bridge... somewhere in the red zone.

Guess others have same 'feeling' about the zone ?

The lizard wasn't interested by the bridge even if 'running' (no shoot on phalanx, a straight run to Bermudes) to the left side, may be a clue ? A warp in the pathfinder database within this map ?
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Legendarius on July 24, 2008, 03:22:23 pm
Hi !

I had the same problem with this map and tried it many times.
Then i noticed a small stairway at the right border of the map goin from your ship to the upper house.
I send 3 soldiers up there (with reaction fire on!) and the rest to the first house.
So the alliens from above didnt run to the bridge, they come out of the house and run into fire :)
This dont solve the bug but it helped me to complete this map.

Greetings !
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: BTAxis on July 24, 2008, 03:29:42 pm
Can you try to reproduce this bug in 2.3-dev? This map has been changed since 2.2.1, so it would be good if we could confirm this for the current version of this map.

If you download 2.3-dev, you can start this map by opening the console and typing
Code: [Select]
map day +eaglenest
Title: I was unable to finish the shelter map
Post by: RedLTeut on July 26, 2009, 12:57:34 pm
I want to report that in 2.2.1 I was unable to finish the shelter map.

I looked everywhere; In my opinion, there are maybe aliens inside the decorative wall elements with the piping - there is exactly one tile there for each element which looks like it is empty and might contain an alien.

Another oddity for shelter map is that the staircases in the north cannot be navigated upwards(so I thought they might contain an invisible alient for some time).
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Yatta on January 04, 2010, 12:21:38 am
Hello, just discovered that game today and so far its best find of the year (huh ... figures).

However, altough its my first game, I encountered the bug described on this topic, in the map displayed on the screenshots.
I've moved my soldiers everywhere in the map ("not behind that fridge either ? damn. Wait, maybe he's disguised as this fat civilian ? *BANG* ... hm, seems not.").

Im not sure of the version number, its the stable release that's currently available for download from the main page.

I really cant say for sure, but I would say the problem could be located near the "blue zone" pointed by ZebTa. Im pretty sure I saw an enemy arround here at some point while moving, did not shot it, and never saw it again. Since my game's still running, ill try to put my soldiers arround here and see if one falls.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: dangermouse on January 07, 2010, 07:38:18 am
I had this problem with +eaglenest too, i couldn't find the bad guy that time, but on a replay another alien got stuck, but not glitch stuck, in the trough by the bridge.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: Duke on January 16, 2010, 12:10:23 pm
Whenever you find a stuck alien in a recent build, please make and post a screenshot to identify the *precise* location.
Title: Re: Map did not end when all aliens dead - arrghh!
Post by: dragonlordkfb on March 23, 2013, 09:50:51 pm
lots of good information in this thread - i will attempt to summarize:


There are no such things, as "stuck aliens".  What does happen is the alien actor sprite will disappear (OR stay static at the screen- However, you may shoot at it an infinite number of times, and nothing will happen). This only happens in certain maps. However, the actual alien actor will remain on the map, although invisibly.
In reality, the alien actors are not "stuck" in walls, tho it may seem so since it often happens they disappear next to structures. Invisible actors often run out of ammo, or freak out and hide, either case making it hard to finish a mission.

One possible cause suggested is that game is out of sync. As of 2.5, any action with camera movement lags, typically on aliens shooting on long distance. As result i see message about wounded soldier long before alien which wounded him even have started to move and movement of previous alien is shown (bullet in flight). I think that bugs with dead aliens left standing or invisible aliens is related because it's often happens on maps with wide space like dam or farm.

There are 5 ways to deal with an invisible alien.
#1 by walking directly into it with a XCOM actor. If your actor refuses to enter the tile you are pointing to (but you get TU poppup teling you its an enterable tile), it means the invisible alien is occupying that tile. You then proceed to shoot that tile (nevermind 0% chance) and will hear the death of an alien. Note shooting direction / door sounds. They will help.
#2 It is also possible for an XCOM actor to kill invisible aliens with reaction fire (reserved TUs). The CPU will always know the alien is there, even if the human player cant see the alien sprite on the screen.  Reaction fire will work.
#3 via console, make all aliens visible so you can target them (cmdlist , cvarlist and others - see the command article in wiki)
#4 enable "auto mission" for the trouble maps. The CPU will fare a lot better against the invisible menace!
#5 abort mission.  No alien artifacts will be collected.

Problem maps as of 2.5 beta:

*First-hand experiences with invisible aliens:
GAS STATION
JUNGLE (the one with campsite , water streams, and 3-room house)
DOCK
DAM

*Other accounts of invisible aliens:
ALTDORF
Tropical theme map, with a patio style path between a two stoey house and a single storey bungalow
EAGLENEST
RZESZOW
SHELTER
TROPICAL DRUG