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[19.4 Dogfight] Crashes after downing carrier with two interseptors [+savegame]


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Umm....

And after not shooting down the scout and only the 2 fighters its works, BUT even that I did not get any damage it now says 2 of me fighters have 0% Health and -1% Fuel ( but 100% ammo ) and it keeps sying that, Health and fuel dont go up ?

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And every time I shoot down the 2 fighters and leve the scout unharmed, it somehow scramble 1 new fighter as guard :(

( Lol, now I find tons of BUGS, now at me Building screen on the top there you see Icons of you bases, now they are totaly emty...just gray emty boxes, not gamebraking, but a bit anoying )

Edited by ElfQueen
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I give up for now... First base attack, and it never end...all aliens are dead (if they not master of ninja) I run around base to loock and after +50 turns I give up.

And i was playing on Easy and I must say, its not easy at all, Days go by and nothing happen (I get no loot), and the ither a scout or a scout whit 2 fighter pops up... and after 10 missions I got a attack on me base... and I have done like olny 5 lab development !??!

And its November.... In 19.4 at November I usaly had 20-30 development 3 bases and done +50 missions !?!??!

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v19.5

Just finished some testing on this and I believe I've figured out most of the behavior of the bug and found a lead to its cause. I have two save files which I think displays the culprit behind the crash.

Behavior

An escorted UFO which normally causes a crash on land will not do so over the sea. Combining this with the facts that a squadron of alien fighters does not cause the crash and all forms of larger UFOs have been reported as causing the crash (and in my testing as well) but I haven't heard of an escorted bomber or strike cruiser causing it, (Update: I finally got an escorted bomber, no crash as I expected. I'm now certain its the crash site spawn where the problem occurs) I strongly suspect that the issue which causes the crash occurs when the game tries to spawn the crash site. Also given the wide variety of crash site capable ships involved and something else I discovered during my testing I think the issue is within the escort fighters.

Most importantly, when I eliminated the fighters and retreated from one such group I discovered a strange behavior which I've found is consistent across all other such groups that I tested. When I returned I discovered that one of the destroyed fighters had been brought back from the dead. I suspect there is a bug preventing the proper deletion of this fighter and that the "phantom" fighter is created during air combat, based on the fact the an outright victory will cause the crash. Opening air combat and zooming in on one of these phantom fighters shows that the fighter is at "100%" damage and "destroyed" however the fighter behaves regularly, and even shoots at you. The zombie fighter can be destroyed without issue. Destroying the larger UFO but leaving the phantom alive causes a crash like normal; however, if you destroy the phantom along with its big brother the game doesn't crash and reloads the Geoscape properly. It is for this reason more than any other I believe that this fighter is an (if not the) integral component in the behavior of this bug.

In Short:

  1. Escorted UFOs which cause the crash only cause the crash then over land.
  2. I believe that the crash occurs during the creation of a new crash site.
  3. Striping the UFO of its escorts results in the creation of a "phantom" fighter and I believe that it is present but not displayed during air combat.
  4. I believe the presence of this phantom fighter while the game tries to create a crash site some how causes bad interactions which cause the game to crash.

Save Files:

Here are two save files showing examples of phantom fighters: http://www.fileconvoy.com/dfl.php?id=g15866d944be99c7b999339689b005150e43976652

In the save "Phantom Fighter" the UFO with the phantom is UFO-69 and in "Phantom Question" it's in UFO-70. I have set it up so that it should be easy to intercept these UFOs and with only a little more work you should be able to witness all of the behaviors I've referenced.

I hope this was helpful and good luck swatting this bug.

Edited by Slackwork
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