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Bug when attacking a city

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10 years ago
Sep 23, 2014, 5:40:44 AM
The city had an ogre and two militia type dudes protecting it. Not sure if that info matters.



I attacked a city and received this exception:



ArgumentException: An element with the same key already exists in the dictionary.

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System.Collections.Generic.Dictionary`2[Amplitude.StaticString,Amplitude.Utilities.Maps.GridMap`1[System.Single]].Add (Amplitude.StaticString key, Amplitude.Utilities.Maps.GridMap`1 value)

AILayer_Encounter.ResetSpellScoringGrid (.AIEncounterSpellAffinityDefinition spellAffinityDefinition)

AILayer_Encounter.AnalyseContenders (.Encounter encounter, .FeedbackMessage_Battle& battleFeedback, Boolean analyseContenders, Boolean fillSpellScoringGrids)

AILayer_Encounter.ChooseAndApplyStrategy (.Encounter encounter, .Contender contender)

AILayer_Encounter.Encounter_TargetingPhaseUpdate (System.Object sender, .TargetingPhaseStartEventArgs e)

Encounter.OnTargetingPhaseUpdate (.TargetingPhaseStartEventArgs e)

Encounter.ForwardTargetingPhaseUpdate (.RoundReport roundReport, Double endTime)

GameClient+c__Iterator464.MoveNext ()

Amplitude.Coroutine.Run ()

GameClient.ProcessOrders ()

GameInterface.UpdateMessageBoxAndProcessOrders ()

GameClient.UpdateMessageBoxAndProcessOrders ()

Session.Update ()

Amplitude.Unity.Session.SessionManager.LateUpdate ()



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V1.0.0 S3 (64-bit)
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10 years ago
Sep 24, 2014, 5:19:28 AM
Another bug that is preventing me from attacking another city. This happens every time after the deployment regardless if I move my guys or just go with the initial deployment.





ArgumentException: worldPosition (-1,2)

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WorldPositionExtension.GetValue[Single] (Amplitude.Utilities.Maps.GridMap`1 map, WorldPosition worldPosition)

AILayer_Encounter.UpdateSpellScoringGrid (.AIEncounterSpellAffinityDefinition spellAffinityDefinition, .EncounterUnit encounterUnit)

AILayer_Encounter.AnalyseContenders (.Encounter encounter, .FeedbackMessage_Battle& battleFeedback, Boolean analyseContenders, Boolean fillSpellScoringGrids)

AILayer_Encounter.ChooseAndApplyStrategy (.Encounter encounter, .Contender contender)

AILayer_Encounter.Encounter_TargetingPhaseUpdate (System.Object sender, .TargetingPhaseStartEventArgs e)

Encounter.OnTargetingPhaseUpdate (.TargetingPhaseStartEventArgs e)

Encounter.ForwardTargetingPhaseUpdate (.RoundReport roundReport, Double endTime)

GameClient+c__Iterator464.MoveNext ()

Amplitude.Coroutine.Run ()

GameClient.ProcessOrders ()

GameInterface.UpdateMessageBoxAndProcessOrders ()

GameClient.UpdateMessageBoxAndProcessOrders ()

Session.Update ()

Amplitude.Unity.Session.SessionManager.LateUpdate ()



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V1.0.0 S3 (64-bit)





Additional issues. I am not sure if this is related to me having dual monitors or SLI. Starting the game, the client is in windowed mode even though my settings are fullscreen. It is also centered between my two monitors. I hit alt->enter to go back into full screen. It goes into full screen, then it goes back into windowed mode on my main monitor (no longer centered between the two). Then after hitting alt->enter once more, I am good to go in full screen. Does this everytime I launch the game.



I also experienced a crash today which I have what I am assuming is a crash dump to share if needed.
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