In response to post #61587892. #61591282, #61591372, #61592347, #61593527 are all replies on the same post.
Awesome, updating that file immediately got pods patrolling again. Thanks for the quick fix!
Spoiler
faffler wrote: I've noticed that pods on UFO missions (crashed or landed) no longer start patrolling towards XCOM after you activate the command pod. This is really noticeable on the bigger UFO maps where pods will remain completely static in some corner of the map until you walk up to them.
Was this behavior something that ended up getting axed as a result of all the pod activation changes?
szmind wrote: That might be related to my "prevent double move" fix. I worried it could stop aliens patrolling. I am curious if aliens patrol AT ALL in last versions of Rebalance. If they do - the issue is not related to my fix then. On the other hand I think that "hunting last lurker" was always an issue on larger maps - wasn't it?
faffler wrote: I'll try to pay close attention to alien pod behavior as I play more. I only slowly noticed that this was happening as I played my most recent campaign. Pods do seem to be very static right now on UFO missions at least.
Hunting the last pod down could be an issue on some of the big maps, but it was definitely a lot faster in LW 1.0 when the command pod was dead. On one landed abductor in Rebalance v1.18.9 I had two unactivated pods that sat indefinitely at the far edge of the map after every other alien was dead.
faffler wrote: I messed around a bit on a landed raider. I passed ~20 turns without any of the pods (3 left at the time) moving at all. I then activated one pod and ran away to the other side of the map. Hunt mode didn't activate at all, the other 2 unactivated pods remained static.
Here is a save from the mission: https://drive.google.com/open?id=1xbKlzz9_fCxNdSMakousV3f0THHXjd3i
szmind wrote: So - I think it is my debugger's fault (hmm, in that case 'bugger' would be more suitable :) ). 80% sure it does prevent pods from moving. I have implemented a fix. Try it out with your save. I have currently pure LW installed cause I am working with AzXeus on larger project to get rid of pseudo code at all :)
Fix is here - just overwrite the LWDebugger.u in CookedPCConsole with this one. Pods should get moving with "double move" still prevented.
https://drive.google.com/file/d/1qRXQQsa1t8fD8PEdH_T9Ie-fGKfpNeX2/view