The perpetual movement was seen because it was taking place !
Why did I look there ? Pure luck.
There are not so many long bridges for this to happen, just look them up.
Hi! Press Esc once while your savegame is loading. This just worked for me just now. I only tried it one time, so I'm not sure if it's a bulletproof method
Last edited by xxxMoRaVexxx; March 27, 2013 at 06:34 AM.
I think it might be the bridge tile is for some reason acting as both a bridge and a water crossing. Units in game can stand on bridges, but water crossings (the green arrow kind) they'll teleport to one side or the other if they lad in the middle.
The perpetual movement was caused by the presence of the unit of another faction whose zone of control made two tiles illegal.
The console command must specify coordinates.
Unfortunately, this old chestnut from 1.x is back in 2.x. I just lost my most recent save as Sweden due to the dreaded spinning cursor bug which happened after an event pop-up at turn's beginning. (This bug was eventually stomped-out in 1.x so it's frustrating to see its return in 2.x)
Sadly, this mod is really undercooked: random CTDs, corrupted saves, and now the spinning cursor. It's almost unplayable in its current status. I know a patch is imminent, but it better be a doozy to fix all these issues.
Last edited by MKeogh; March 29, 2013 at 09:46 AM.
Im having this same problem. Im playing as the Archbishopship of Breman, Turn 116, 1627
Im gonna look for some idiot character trying to move across a bridge I dont know how to do it though, but hopefully someone here can help me soon.
I doubt its a pop up
The only sure thing to avoid this, is to make a save (new one, not overwrite) every 10 rounds or so. We haven't found anything that may trigger this. A character moving over a river should return to the beginning of the crossing if his movement points are not enough. Why it goes into a loop is unknown.
Damn Oh well, I'll play as the Polish or Swedish now
There are probably more than one reason for the spinning cursor. I have not noticed the one with the character on the bridge. However, I have generally avoided the spinning cursor by keeping my building cues to a minimum (in fact I no longer see it). The most frequent cause of it I suspect is that the CAI has a conflict on what to build, if there is not enough money. If it cannot resolve the conflict, it goes on indefinitely in a loop. Why this does not happen in other mods, I have no idea. It may be that buildings cost different amounts of money or that a script that would resolve such conflicts has been accidentally corrupted.
It may be that sometimes by pressing escape, reloading an earlier save, etc, you do something that resolves the conflict or the campaign develops in such a way that the conflict does not arise (more or less money available at the end of the turn) or that you break the loop in some other way.
But keeping the building cues small (ideally no more than one red item cued) has solved the problem for me.
Good point, the turn it crapped out on me was, I was in the red. Negative 500
Must be a mistaken script
To make the team feel better, due to the earlier post...for such a huge mod, it is VERY solid. Ive not seen any silver surfers, and the game save corruption is the worst, and it was solved
Also, sometimes spinning cursor, but I do frequent backups, so you can just load the game and the next transmission through challenging place ... I guess it's just random collapse?
There is no solution for such a silly issue? I have never seen this in any mtw2 mod.
I noticed this thread because it mentioned spinning cursor. We had something similar happening in MOS 1.7, that is, an army not being able to reach its destination, but endlessly keeping trying to achieve it nonetheless. We eventually got rid of it by making some changes in the map, but before that I made a little instruction video on how to solve it by console, as somebody in this thread already mentioned. So this is just for problems with a never ending moving army.
Spoiler Alert, click show to read: