Fleet
Nov 17, 2010 1:29 am
reporter
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DeSync.txt (1,890 bytes)
EventAttackBattleGroup.FillPossibleTypesByTierList (Int32 PlayerNumber) [0x00000] in <filename unknown>:0
at EventAttackArmada.Populate (Int32 ForPlayerNumber, Int32 TotalPoints, Int32 MinimumBattleGroupCount, Int32 MaximumBattleGroupCount, Int32 MaximumTotalShipsPerBattleGroup) [0x00000] in <filename unknown>:0
at SpecialLogic_FallenSpire.SendEventAttack (.ForegroundObject PrimaryTarget, Int32 ArmadaPoints, Boolean AlsoChaseSpireSettlements, ArmadaCoordinationType CoordinationType) [0x00000] in <filename unknown>:0
at SpecialLogic_FallenSpire.PerformPerSecondLogicForObject (.ForegroundObject Obj) [0x00000] in <filename unknown>:0
at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
at Game.RunFrame () [0x00000] in <filename unknown>:0
at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0
Stack Trace: at EventAttackBattleGroup.FillPossibleTypesByTierList (Int32 PlayerNumber) [0x00000] in <filename unknown>:0
at EventAttackArmada.Populate (Int32 ForPlayerNumber, Int32 TotalPoints, Int32 MinimumBattleGroupCount, Int32 MaximumBattleGroupCount, Int32 MaximumTotalShipsPerBattleGroup) [0x00000] in <filename unknown>:0
at SpecialLogic_FallenSpire.SendEventAttack (.ForegroundObject PrimaryTarget, Int32 ArmadaPoints, Boolean AlsoChaseSpireSettlements, ArmadaCoordinationType CoordinationType) [0x00000] in <filename unknown>:0
at SpecialLogic_FallenSpire.PerformPerSecondLogicForObject (.ForegroundObject Obj) [0x00000] in <filename unknown>:0
at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0
at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0
at Game.RunFrame () [0x00000] in <filename unknown>:0
at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0
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This is fixed for the next version, thanks :) |
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By the way, I've been meaning to ask, have you and Tssbackus had any desyncs (other than this one) since 4.0? |
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Fleet
Nov 18, 2010 10:22 pm
reporter
~0003941
Last edited: Nov 18, 2010 10:23 pm
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Nope, no more desyncs. I think we can finally put that issue behind us! Although our playtime has taken a hit due to school and work, I think we have played enough to put this to rest.
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It's a big relief to hear that, I guess it was the .NET stuff after all, from before :)
Just having a consistent runtime environment is a big win from the change to Unity. |
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