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Pathfinding crashed my game

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9 years ago
Oct 20, 2016, 5:53:35 AM

Game froze when I moved my army to attack an adjacent enemy. I didn't go through all the troubleshooting suggestions, but I did restart the game and got the same issue. As I was writing this I tried one more time and I was able to get the game running again. I think it had something to do with the pre-battle screens. Every time it gave me different pre-battle screens that I clicked start battle on but no battle happened except the enemy took their city back without a fight. There were like 3 pre-battle screens for no reason. This time the battle started and I won everything's fine now. Still this seems like an important issue.


Here's an error message, the first two times I clicked continue and the game just gave me the same error over and over again.

NullReferenceException: Object reference not set to an instance of an object
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PathfindingManager.IsTileStopable (WorldPosition tilePosition, IPathfindingContextProvider pathfindingContextProvider, PathfindingFlags flags, .PathfindingWorldContext worldContext)
ArmyWorldCursor.BuildWorldPath ()
ArmyWorldCursor.GeneratePath ()
ArmyWorldCursor.OnCursorDown (MouseButton mouseButton, Amplitude.Unity.View.CursorTarget[] cursorTargets)
Amplitude.Unity.View.Cursor.Amplitude.Unity.View.ICursor.OnCursorDown (MouseButton mouseButton, Amplitude.Unity.View.CursorTarget[] cursorTargets)
Amplitude.Unity.View.CursorManager.OnCursorDown (MouseButton mouseButton, Amplitude.Unity.View.CursorTarget[] cursorTargets)
Amplitude.Unity.View.CursorManager.Update ()
CursorManager.Update ()

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Version 1.5.1 S3  (64-bit)


Specs: Windows 10.0.14393

Resolution 1600 x 900 x 60 hertz

Intel(R) Core(TM) i7-2630QM CPU @ 2.00GHz, 2001Mhz, 4 core(s), 8 Logical Processor(s)

8.00 GB of RAM

AMD Radeon HD 6700M series


V1.5.1 S3 (64-bit), all the dlc and updates except for tempest


Wild Walkers - Turn 76.zip

AutoSave 75.zip

AutoSave 74.zip

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