Moderator: luciderous
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Lua state\GUI\~TacticalScreen\ObjectSelection.lua:245: looks like you're trying to push an state that doesn't have a valid reference.
Enemy race attacking my system. two pickets and an outpost stationed over the local gas giant, system Pollux. They win the fight, then immediately get a crash about pop_growth.lua types missing type Gas Giant. Load autosave, go into fight again, start clicking around. Looks like selecting the gas giant and then attempting to get a detailed report on it causes the crash. Load the save, start the fight, self destruct all my units. End of fight crash still. Save attached as "Gas Giant Battle Crash.rar". Load the fight, fight to win. Victory does not cause the crash. Carrying forward.
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error : failed to resolve the attack at Pollux:
Lua state\Orders\pending_attacks.lua:858:
Lua state\Orders\end_year.lua:158:
Lua state\Orders\end_year.lua:183:end_year:
mharmless wrote:Defending against an attack, immediate crash in tactical combat again. I've not been able to make this reproduce consistently previously. Sent data. Restart game, load autosave, Attacked at Seralta, defend, enemy advances, slight pause, crash. Uploaded again, save stashed. As before, advancing turn and then choosing to go on the offense does not crash. This one seems to crash consistently at least. Uploaded as "Immediate Combat Crash 2.rar". I know, so creative.
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Lua state\GUI\~TacticalScreen\ObjectSelection.lua:245: looks like you're trying to push an state that doesn't have a valid reference.
sven wrote:...
1) Load the game "Immediate Combat Crash 2"
2) Hit "Next Turn"
3) Hit "Defend" (at Seralta).
After the Phidi scouts move forward, the following error should trigger:Code: Select all
Lua state\GUI\~TacticalScreen\ObjectSelection.lua:245: looks like you're trying to push an state that doesn't have a valid reference.
Of course, if this bug is a symptom of what I'm afraid it is -- specifically, heap corruption somewhere in the C++ side, there's no reason that I should expect to be able to replicate it consistently, even when you apparently can. Still, it would be lovely if I could get this happening consistently inside a debug environment.
mharmless wrote:Significant death rate due to overpopulation can cause a crash when examining racial details on the planet screen.
Build r11576 on 04 Media PC (AMD A10-6800K, 8gb of RAM, AMD A10-6800K APU graphics, 120gb SSD).
mharmless wrote:As an aside, fractional millions of pop die on their own. Possibly a design decision, just noting that here in case it isn't intentional. 1.4 to start, drop gaiad, pick up own race, planet limit is 1/1 and the 400k of my own race all die off. Drop a whole unit of own race down, pop is now 2/2 and both are stable.
mharmless wrote:Enemy ship design uses components to add to munitions, but has no weapons which consume them.
mharmless wrote:Enemy scout cruiser design does not use all available component slots. Appears to be missing an item in the System slot.
mharmless wrote:Gaiad colonists do not display a racial graphic above their description.
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