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[0.7.4] Error message after ending the turn

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10 years ago
Sep 13, 2014, 12:15:52 PM
I got this error message after I ended my turn, after that the new turn never started and I had to reload the save which solved this issue.



NullReferenceException: Object reference not set to an instance of an object

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Amplitude.Unity.Simulation.SimulationGlobal.RemoveGlobalTag (Amplitude.StaticString tag, Boolean needRefresh)

Amplitude.Unity.Simulation.SimulationGlobal.RemoveGlobalTags (System.String[] tags)

SeasonManager.UpdateDescriptors (.Season oldSeason, .Season newSeason)

SeasonManager.OverrideSeasonSettings (.PackedSeason[] updatedSeasons, System.String currentSeasonName, System.String oldSeasonName, System.String[] seasonEffectNames)

GameClient+c__Iterator451.MoveNext ()

Amplitude.Coroutine.Run ()

GameClient.ProcessOrders ()

GameInterface.UpdateMessageBoxAndProcessOrders ()

GameClient.UpdateMessageBoxAndProcessOrders ()

Session.Update ()

Amplitude.Unity.Session.SessionManager.LateUpdate ()



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V0.7.4 S3 BETA (64-bit)





Here is the savegame I made before I reloaded:

https://www.mediafire.com/folder/vwxdl4eau572r/End_of_Turn-Error
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10 years ago
Sep 13, 2014, 2:28:38 PM
Same for me. Happened with Roving Clans.



NullReferenceException: Object reference not set to an instance of an object

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AIBehaviorTreeNode_Decorator_GetAllEmpireTargets.Execute (.AIBehaviorTree aiBehaviorTree, System.Object[] parameters)

AIBehaviorTreeNode_Decorator.Execute (Amplitude.Unity.AI.BehaviourTree.BehaviourTree behaviourTree, System.Object[] parameters)

Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence.Execute (Amplitude.Unity.AI.BehaviourTree.BehaviourTree behaviourTree, System.Object[] parameters)

Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector.Execute (Amplitude.Unity.AI.BehaviourTree.BehaviourTree behaviourTree, System.Object[] parameters)

Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence.Execute (Amplitude.Unity.AI.BehaviourTree.BehaviourTree behaviourTree, System.Object[] parameters)

Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector.Execute (Amplitude.Unity.AI.BehaviourTree.BehaviourTree behaviourTree, System.Object[] parameters)

Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence.Execute (Amplitude.Unity.AI.BehaviourTree.BehaviourTree behaviourTree, System.Object[] parameters)

Amplitude.Unity.AI.BehaviourTree.BehaviourTree.Execute (System.Object[] parameters)

AIArmyMission.Tick ()

AICommanderMission_QuestRoaming.Running ()

AICommanderMission.MainRunning ()

AICommanderMission.Process ()

AICommanderMission.Tick ()

TickableRepository.Tick (Boolean isInGameState)

GameServerState_Turn_Main.Run ()

Amplitude.Unity.Framework.FiniteStateMachine.Update ()

GameInterface.Update ()

GameServer.Update ()

Session.Update ()

Amplitude.Unity.Session.SessionManager.LateUpdate ()



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V0.7.4 S3 BETA (64-bit)
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