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IDProjectCategoryLast Update
0023290AI War 2Bug - GameplayJun 17, 2020 10:21 am
ReporterLord Of Nothing Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product VersionBeta 2.065 To Infinity And... No, Knock It Off 
Fixed in VersionBeta 2.073 Filesize Finalization 
Summary0023290: Wave Target error message (Modded game)
DescriptionObserved in a modded game, but I don't think it should affect this part of gameplay, so reporting:

Just had this error pop up in my current game. It happened shortly after killing the first AI and having it go rogue- I suspect that's not a coincidence. Game was not started under the funny version - I think it was pre 2.048, I'm not sure exactly what version.
Debug log and two saves attached. The issue at hand fills pretty much the entire bottom half of the log. "Quick" is after it started, and seems to always display the behaviour. "WaveErrorTest" is from loading a save a bit before it started, and usually but not always starts the same thing. As you can see, it seriously spams the error message. The game does seem to still run forward normally if I ignore it, for about a minute, then grinds to a halt.
As usual also attached is the version of the modified file used so they can be loaded.
(It's currently placed into...steamapps\common\AI War 2\XMLMods\LON\GameEntity )

If I get this in an unmodded game I will update the report, but it might be a while before I am in a similar game situation.
TagsNo tags attached.

Activities

BadgerBadger

Jun 12, 2020 7:01 pm

manager   ~0057291

Nothing is currently attached

Lord Of Nothing

Jun 12, 2020 7:01 pm

reporter  

ArcenDebugLog.txt (51,854 bytes)   
6/12/2020 11:47:29 PM
Tried to add more than 200 waves to a single faction! FactionIndex: 15 AI Sentinels

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.ExtensionMethodsFor_AI_PlannedWave_Data.AddWave (Arcen.AIW2.Core.Faction ParentObject, Arcen.AIW2.External.PlannedWave wave) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.TryToSpendBudget_Wave (Arcen.AIW2.Core.ArcenSimContext Context, Arcen.AIW2.Core.Faction faction, System.Int32 overrideBudget, System.Int32 overrideLaunchTime) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:47:29 PM
Tried to add more than 200 waves to a single faction! FactionIndex: 15 AI Sentinels

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.ExtensionMethodsFor_AI_PlannedWave_Data.AddWave (Arcen.AIW2.Core.Faction ParentObject, Arcen.AIW2.External.PlannedWave wave) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.TryToSpendBudget_Wave (Arcen.AIW2.Core.ArcenSimContext Context, Arcen.AIW2.Core.Faction faction, System.Int32 overrideBudget, System.Int32 overrideLaunchTime) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:47:42 PM	PLAYER DISCONNECTED 0.0.0.0=>0
6/12/2020 11:47:43 PM	Successfully opened host socket
6/12/2020 11:48:06 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 3 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>65</color> with <color=#7699ff>9</color> <color=#cfd988>Ripper Frigate</color> ships,  <color=#7699ff>5</color> <color=#cfd988>Ramifier Frigate</color> ships spawning on <color=#A1A1A1>K'texqua</color> from warp gate on <color=#CC5500>Atlas</color> in <color=#a1ffa1>0s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:06 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 6 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>59</color> with <color=#7699ff>368</color> <color=#cfd988>Grenade Launcher Corvette</color> ships spawning at an AI warp gate on <color=#CC5500>Satan</color>, and will then travel through normal space to attack you in <color=#a1ffa1>-1s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:06 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 14 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>65</color> with <color=#7699ff>192</color> <color=#cfd988>Concussion Corvette</color> ships,  <color=#7699ff>223</color> <color=#cfd988>Grenade Launcher Corvette</color> ships spawning at an AI warp gate on <color=#CC5500>Satan</color>, and will then travel through normal space to attack you in <color=#a1ffa1>-2s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:07 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 19 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>435</color> with <color=#7699ff>88</color> <color=#cfd988>Ripper Frigate</color> ships spawning on <color=#A1A1A1>K'texqua</color> from warp gate on <color=#CC5500>Atlas</color> in <color=#a1ffa1>9m 43s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:07 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 27 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>67</color> with <color=#7699ff>8</color> <color=#cfd988>Ramifier Frigate</color> ships,  <color=#7699ff>7</color> <color=#cfd988>Ripper Frigate</color> ships spawning on Atlas then joining threat fleet in <color=#a1ffa1>-4s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:08 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 44 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>66</color> with <color=#7699ff>235</color> <color=#cfd988>Concussion Corvette</color> ships,  <color=#7699ff>194</color> <color=#cfd988>Grenade Launcher Corvette</color> ships spawning at an AI warp gate on <color=#CC5500>Satan</color>, and will then travel through normal space to attack you in <color=#a1ffa1>-5s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:09 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 64 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>83</color> with <color=#7699ff>553</color> <color=#cfd988>Concussion Corvette</color> ships spawning on <color=#A1A1A1>K'texqua</color> from warp gate on <color=#CC5500>Satan</color> in <color=#a1ffa1>-6s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:17 PM	PLAYER DISCONNECTED 0.0.0.0=>0
6/12/2020 11:48:17 PM	Successfully opened host socket
6/12/2020 11:48:33 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 3 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>530</color> with <color=#7699ff>3533</color> <color=#cfd988>Concussion Corvette</color> ships spawning on <color=#A1A1A1>K'texqua</color> from warp gate on <color=#CC5500>Satan</color> in <color=#a1ffa1>9m 42s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:34 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 8 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>424</color> with <color=#7699ff>105</color> <color=#cfd988>Ramifier Frigate</color> ships spawning at an AI warp gate on <color=#CC5500>Atlas</color>, and will then travel through normal space to attack you in <color=#a1ffa1>9m 41s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:35 PM
Error during DoPerSimStepLogic_OnMainThreadAndPartOfSim debug number 25
System.Exception: Wave 11 <<color=#CC5500>AI (Turtle)</color> <color=#FF6A00><font="AIW2Icon">l</font>430</color> with <color=#7699ff>43</color> <color=#cfd988>Ramifier Frigate</color> ships,  <color=#7699ff>52</color> <color=#cfd988>Ripper Frigate</color> ships spawning at an AI warp gate on <color=#CC5500>Atlas</color>, and will then travel through normal space to attack you in <color=#a1ffa1>9m 40s</color>.
<size=11.9><color=#3f6c9e>Hold </color><color=#4486d1>C</color> <color=#3f6c9e>and click here to view details on all the ship types in the wave.</color>  </size>> was just queued, but it seems to have a problem and needs to be dequeued immediately. Something is wrong. The most likely outcome is that the  game is finding a 'valid' target for a wave, but the 're-route invalid waves' code is immediately flagging it. Usually this means something is wrong with the wave targeting. The last time this was hit, the AI was inadvertently hostile to the Neutral Faction
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00427] in <11311c23c03d432bb029d93d06fe9819>:0 

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <893f828a97c94108b07ac8799b5b128f>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.HandleWavesForAI (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SpecialFaction_AI.DoPerSimStepLogic_OnMainThreadAndPartOfSim (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass43_0.<DoFactionPerStepLogic>b__0 (Arcen.AIW2.Core.Faction faction) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00000] in <4a5fbe0325e1411d88ec5b927a662846>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoFactionPerStepLogic (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <11311c23c03d432bb029d93d06fe9819>:0 
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0 

6/12/2020 11:48:48 PM	PLAYER DISCONNECTED 0.0.0.0=>0
ArcenDebugLog.txt (51,854 bytes)   
TSR_Ships_LON_MoreSpire.xml (30,519 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>

    	<entity name="SpireRailFrigate"
		tags="SpireRailFrigate"			
		visuals="Assets/_DLC1/FallenSpire/Spire1Frigate/SpireFrigate.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Frigate" gimbal_icon_size_multiplier="1.5"			
		voice_group="Spire"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="7.4"
		visuals_scale_multiplier="3.2"
		y_offset_of_icon="30"
		collision_priority="3000"
		display_name="Spire RailFrigate"
		description="A variant on the smallest of the fully military ships used by the Spire. Instead of the near ubiquitous Spire Coilbeam, this variant mounts an array of less damaging but longer ranged railguns."			
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="5000" strength_multiplier="1.4"
		hull_points="300000" shield_points="300000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="6"
		metal_cost="200000" energy_consumption="22500"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="Railcannon1" display_name="Spire Heavy Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="37500" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Misery"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"				
			>
    		</system>
    		<system name="Railcannon2" display_name="Spire Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="7500" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Normal"
                	shots_per_salvo="10" fires_salvos_sequentially="false"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"				
			>
    		</system>
    	</entity>
	
    	<entity name="SpireRailDestroyer"
		tags="SpireRailDestroyer"
		visuals="Assets/_DLC1/FallenSpire/Spire2Destroyer/SpireDestroyer.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Destroyer" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="11"
		visuals_scale_multiplier="3"
		y_offset_of_icon="30"
		collision_priority="3500"
		display_name="Spire RailDestroyer"
		description="The second-smallest of the fully military ships used by the Spire. Instead of the near ubiquitous Spire Coilbeam, this variant mounts an array of less damaging but longer ranged railguns, firing advanced payloads that slow most targets."
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="21000" strength_multiplier="1.4"
		hull_points="600000" shield_points="600000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="8"
		metal_cost="480000" energy_consumption="30000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="Railcannon1" display_name="Spire Heavy Gravitic Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="108000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Misery"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"
               		base_engine_stun_per_shot="6" 
                	engine_stun_to_engine_gx_less_than="23"
			max_engine_stun_seconds="6" added_target_evaluator="EngineDamageAsMinorPart"
			>
			<outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="7" multiplier="3" />
    		</system>
    		<system name="Railcannon2" display_name="Spire Gravitic Railcannon"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="6000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Normal"
                	shots_per_salvo="10" fires_salvos_sequentially="false"
               		shot_type_data="HeavyBeamInvisible"
               		beam_length_multiplier="1"
               		base_engine_stun_per_shot="6" 
                	engine_stun_to_engine_gx_less_than="20"
			max_engine_stun_seconds="6" added_target_evaluator="EngineDamageAsMinorPart"				
			>
    		</system>
    	</entity>
	
    	<entity name="SpireRiotCruiser"
		tags="SpireRiotCruiser"
		visuals="Assets/_DLC1/FallenSpire/Spire3Cruiser/SpireCruiser.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Cruiser" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="13"
		visuals_scale_multiplier="3"
		y_offset_of_icon="30"
		collision_priority="4000"
		display_name="Spire Riot Control Cruiser"
		description="A midsized Spire warship that has traded a substantial portion of it's armament for a focused gravity generator and a massive array of advanced tractor beams."
		starting_mark_level="Mark1" this_unit_gets_direct_science_upgrades_from_central_fleet="true"
		cost_for_ai_to_purchase="17000" strength_multiplier="1.4"
		hull_points="1200000" shield_points="1200000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="10"
		metal_cost="640000" energy_consumption="25000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
       		priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="60000" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
               		is_coilbeam="true"				
			>
    		</system>
		<system name="GraviticCore" display_name="Gravity Drain"
			category="Passive"
			base_gravity_speed_multiplier="0.7" gravity_hits_engine_gx_less_than="18" gravity_range="AboveAverage3"
			>
    		</system>	
    		<system name="TractorBeam" display_name="Tractor Beam"
			category="Passive"
			tractor_range="AboveAverage1" tractor_count="20" tractor_count_added_per_mark="5" tractor_hits_albedo_less_than="0.6" tractor_hits_engine_gx_less_than="17"
			>
		</system>	
	</entity>

    <entity name="SpireLInterdictor"
		tags="SpireLInterdictor"
		visuals="Assets/_DLC1/FallenSpire/Spire4Battleship/SpireBattleship.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Battleship" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"			
		uses_large_health_bar="true"
		category="Ship"
		size_scale="18"
		visuals_scale_multiplier="3"
		y_offset_of_icon="30"
		collision_priority="4500"
		display_name="Spire Light Interdictor"
		description="A large Spire warship with relatively light armament, but equipped with a moderately powerful gravity generator."
		adds_black_hole_effect_for_entities_with_engine_gx_less_than="12"
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="34000" strength_multiplier="1.4"
		hull_points="1800000" shield_points="2400000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="12"
		metal_cost="2560000" energy_consumption="75000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="24000" range="AboveAverage2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
		<system name="GraviticCore" display_name="Gravitic Core"
			category="Passive"
			base_gravity_speed_multiplier="0.8" gravity_hits_engine_gx_less_than="12" gravity_range="EssentiallyInfinite"
			>
    		</system>	
	</entity>


    	<entity name="SpireInterdictor"
		tags="SpireInterdictor"
		visuals="Assets/_DLC1/FallenSpire/Spire5Dreadnought/SpireDreadnought.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Dreadnought" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"			
		uses_large_health_bar="true"
		category="Ship"
		size_scale="40"
		visuals_scale_multiplier="2.2"
		y_offset_of_icon="30"
		collision_priority="5000"
		display_name="Spire Interdictor"
		description="An enormous Spire warship with relatively light armament, but equipped with an extremely powerful gravity generator."
		adds_black_hole_effect_for_entities_with_engine_gx_less_than="23"
		starting_mark_level="Mark1"
		cost_for_ai_to_purchase="67000" strength_multiplier="1.4"
		hull_points="3600000" shield_points="4800000" speed="Normal1"
		armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="15"
		metal_cost="5120000" energy_consumption="75000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="48000" range="AboveAverage3" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
		<system name="GraviticCore" display_name="Heavy Gravitic Core"
			category="Passive"
			base_gravity_speed_multiplier="0.6" gravity_hits_engine_gx_less_than="23" gravity_range="EssentiallyInfinite"
			>
    		</system>	
    	</entity>

    	<entity name="ImperialSpireSuperDreadnought"
		tags="SpireSuperDreadnought"
		visuals="Assets/_DLC1/FallenSpire/Spire5Dreadnought/SpireDreadnought.prefab" visuals_bundle="exp1_the_spire_rises"
		icon_name="Official/Spire_Dreadnought" gimbal_icon_size_multiplier="1.5"
		voice_group="Spire"			
		uses_large_health_bar="true"
		category="Ship"
		size_scale="75"
		visuals_scale_multiplier="6.9"
		y_offset_of_icon="30"
		collision_priority="10000"
		display_name="Imperial Spire Super Dreadnought"
		description="A brobdingnagian Spire warship. Even the vast resources of the trans-galactic Spire civilisation could only produce very limited numbers of these warships. They are more than a match for even AI Core Fleet units, and may be the most powerful mobile entities in the known universe."
		starting_mark_level="Mark7" tech_upgrades_that_benefit_me="Unused" does_not_use_multipliers_from_mark_level="true"
		cost_for_ai_to_purchase="67000000" strength_multiplier="1.4"
		hull_points="2000000000" shield_points="2000000000" speed="VeryVeryLittle2"
		armor_mm="180" albedo="0.7" engine_gx="25" mass_tx="25"
		metal_cost="25600000" energy_consumption="50000"			
		ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
		should_never_be_captured_by_another_faction="true"
       		priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
		>		
    		<system name="HeavyBeamCannon" display_name="Spire Sunslayer Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="200000000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="MassDriver" display_name="Spire Heavy Plasma Driver"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="4000000" range="InsanelyHigh" shot_speed="VeryFast" rate_of_fire="Devourer" fires_salvos_sequentially="true"
			shot_type_data="MassDriver"
			>
                	<outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="100" />
    		</system>
    		<system name="LaserPulse" display_name="Spire Skycleaner Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="4000000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shots_per_salvo="200" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    </entity>
	  
  <!-- Below this is where the SPIRE CITY structures start. This is just to help organise it a little - Puffin !
  ************************************************************************************************
  ************************************************************************************************
  ************************************************************************************************--> 


    <entity name="SpireRailFrigateNeuralNet"
            tags="SpireCityBuildMenu"
            visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
            icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
            voice_group="Spire"
            uses_large_health_bar="true"
            category="Ship"
            size_scale="7.4"
            visuals_scale_multiplier="25"
            y_offset_of_icon="30"
            collision_priority="810"
            display_name="Spire RailFrigate Neural Net" display_name_for_sidebar="Neural Net - RailFrigate"
            description_short="This facility allows the City to build an extra two Spire RailFrigates. They are built via a Shipyard."
            description="This facility allows the City to build an extra two Spire RailFrigates.  If the facility is destroyed, the extra RailFrigates will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. They are built via a Shipyard."
            starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            cost_for_ai_to_purchase="10000" strength_multiplier="1.2" city_socket_cost="1" base_ship_cap_in_custom_city="2" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="1"
            hull_points="2000000" shield_points="2000000" speed="Immobile"
            armor_mm="180" albedo="0.7" mass_tx="6"
            metal_cost="500000" energy_consumption="15000"
            ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
            ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
	    is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
            ship_type_name_to_grant_more_of_in_custom_fleet="SpireRailFrigate" ship_type_count_to_grant_more_of_in_custom_fleet="2"
			>
    	<metal_flow purpose="SelfConstruction" throughput="2500"/>
    	<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
				category="Weapon" firing_timing="OnlyInRange"
				damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
				shot_type_data="HeavyBeamInvisible"
				beam_length_multiplier="1.3"
				hits_all_intersecting_targets="true"				
				shots_detonate_immediately="true"
                is_coilbeam="true"				
				>
    </system>
    <system name="LaserPulse" display_name="Laser Pulse"
				category="Weapon" firing_timing="OnlyInRange"
				damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
				shots_per_salvo="20" fires_salvos_sequentially="false"
				shot_type_data="LaserPulse_DeepBlue"				
				>
    </system>	
    </entity>


    <entity name="SpireRailDestroyerNeuralNet"
            	tags="SpireCityBuildMenu"
            	visuals="Assets/_DLC1/FallenSpire/SpireDestroyerNeuralNet/SpireDestroyerNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
            	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireDestroyer" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="7.4"
            	visuals_scale_multiplier="25"
            	y_offset_of_icon="30"
            	collision_priority="810"
            	display_name="Spire RailDestroyer Neural Net" display_name_for_sidebar="Neural Net - RailDestroyer"
            	description_short="This facility allows the City to build an extra Spire RailDestroyer. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire RailDestroyer.  If the facility is destroyed, the extra RailDestroyer will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. They are built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="10000" strength_multiplier="1.2" city_socket_cost="2" base_ship_cap_in_custom_city="1" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="3"
            	hull_points="2000000" shield_points="2000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="500000" energy_consumption="15000"
            	ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
            	ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            	ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
           	ship_type_name_to_grant_more_of_in_custom_fleet="SpireRailDestroyer" ship_type_count_to_grant_more_of_in_custom_fleet="1"
            	minimum_required_city_level_for_construction="2"
		>
    		<metal_flow purpose="SelfConstruction" throughput="2500"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>

    	<entity name="SpireRiotCruiserNeuralNet"
            	tags="SpireCityBuildMenu"
          	visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
         	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="7.6"
            	visuals_scale_multiplier="28"
            	y_offset_of_icon="30"
            	collision_priority="815"
           	display_name="Spire Riot Control Cruiser Neural Net" display_name_for_sidebar="Neural Net - Riot Control Cruiser"
            	description_short="This facility allows the City to build an extra Spire Riot Control Cruiser. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire Riot Control Cruiser.  If the facility is destroyed, the extra Riot Control Cruiser will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="500000" strength_multiplier="1.2" city_socket_cost="3" minimum_required_city_level_for_construction="3" base_ship_cap_in_custom_city="1" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="5"
            	hull_points="3000000" shield_points="3000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="3500000" energy_consumption="750000"
            	ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
            	ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            	ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
           	ship_type_name_to_grant_more_of_in_custom_fleet="SpireRiotCruiser" ship_type_count_to_grant_more_of_in_custom_fleet="1"
		>
    		<metal_flow purpose="SelfConstruction" throughput="3500"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>

    	<entity name="SpireLInterdictorNeuralNet"
            	tags="SpireCityBuildMenu"
          	visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
         	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="7.9"
            	visuals_scale_multiplier="30"
            	y_offset_of_icon="30"
            	collision_priority="820"
           	display_name="Spire Light Interdictor Neural Net" display_name_for_sidebar="Neural Net - Light Interdictor"
            	description_short="This facility allows the City to build an extra Spire Light Interdictor. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire Light Interdictor.  If the facility is destroyed, the extra Light Interdictor will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="500000" strength_multiplier="1.2" city_socket_cost="4" minimum_required_city_level_for_construction="5" base_ship_cap_in_custom_city="1"
            	hull_points="4000000" shield_points="4000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="7000000" energy_consumption="3250000"
            	ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
            	ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            	ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
           	ship_type_name_to_grant_more_of_in_custom_fleet="SpireLInterdictor" ship_type_count_to_grant_more_of_in_custom_fleet="1"
		>
    		<metal_flow purpose="SelfConstruction" throughput="7500"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>


    	<entity name="SpireInterdictorNeuralNet"
            	tags="SpireCityBuildMenu"
            	visuals="Assets/_DLC1/FallenSpire/SpireDestroyerNeuralNet/SpireDestroyerNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises"
            	icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireDestroyer" gimbal_icon_size_multiplier="1.5"
            	voice_group="Spire"
            	uses_large_health_bar="true"
            	category="Ship"
            	size_scale="8.4"
            	visuals_scale_multiplier="35"
            	y_offset_of_icon="30"
            	collision_priority="850"
            	display_name="Spire Interdictor Neural Net" display_name_for_sidebar="Neural Net - Interdictor"
            	description_short="This facility allows the City to build an extra Spire Interdictor. It is built via a Shipyard."
            	description="This facility allows the City to build an extra Spire Interdictor.  If the facility is destroyed, the extra Interdictor will also be destroyed.  The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard."
            	starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity"
            	cost_for_ai_to_purchase="1000000" strength_multiplier="1.2" city_socket_cost="4" minimum_required_city_level_for_construction="7" base_ship_cap_in_custom_city="1"
            	hull_points="6000000" shield_points="4000000" speed="Immobile"
            	armor_mm="180" albedo="0.7" mass_tx="6"
            	metal_cost="14000000" energy_consumption="5000000"
            	ship_or_structure_explosion_sfx="ShipLostMassive_Explosion"
           	ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
            	ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"
            	is_nonfunctional_when_on_planet_not_owned_by_my_faction="true"
            	priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy"
            	ship_type_name_to_grant_more_of_in_custom_fleet="SpireInterdictor" ship_type_count_to_grant_more_of_in_custom_fleet="1"
		>
    		<metal_flow purpose="SelfConstruction" throughput="10000"/>
    		<system name="HeavyBeamCannon" display_name="Spire Coil Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3"
			hits_all_intersecting_targets="true"				
			shots_detonate_immediately="true"
                	is_coilbeam="true"				
			>
    		</system>
    		<system name="LaserPulse" display_name="Laser Pulse"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="20" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_DeepBlue"				
			>
    		</system>	
    	</entity>

</root>
TSR_Ships_LON_MoreSpire.xml (30,519 bytes)   
Quick.save (1,927,609 bytes)
Quick.savemet (93 bytes)
WaveErrorTest.save (1,836,116 bytes)

Lord Of Nothing

Jun 12, 2020 7:02 pm

reporter   ~0057292

I am sure I attached those. After the last time this happened, I always check. Wierd.

Lord Of Nothing

Jun 17, 2020 4:14 am

reporter   ~0057337

Appears to have been resolved by 2.073

Issue History

Date Modified Username Field Change
Jun 12, 2020 6:55 pm Lord Of Nothing New Issue
Jun 12, 2020 7:00 pm Lord Of Nothing Description Updated
Jun 12, 2020 7:01 pm BadgerBadger Note Added: 0057291
Jun 12, 2020 7:01 pm Lord Of Nothing File Added: ArcenDebugLog.txt
Jun 12, 2020 7:01 pm Lord Of Nothing File Added: TSR_Ships_LON_MoreSpire.xml
Jun 12, 2020 7:01 pm Lord Of Nothing File Added: Quick.save
Jun 12, 2020 7:01 pm Lord Of Nothing File Added: Quick.savemet
Jun 12, 2020 7:01 pm Lord Of Nothing File Added: WaveErrorTest.save
Jun 12, 2020 7:01 pm Lord Of Nothing File Added: WaveErrorTest.savemet
Jun 12, 2020 7:02 pm Lord Of Nothing Note Added: 0057292
Jun 13, 2020 12:54 pm Lord Of Nothing Description Updated
Jun 17, 2020 4:14 am Lord Of Nothing Note Added: 0057337
Jun 17, 2020 10:21 am BadgerBadger Assigned To => BadgerBadger
Jun 17, 2020 10:21 am BadgerBadger Status new => resolved
Jun 17, 2020 10:21 am BadgerBadger Resolution open => fixed
Jun 17, 2020 10:21 am BadgerBadger Fixed in Version => Beta 2.073 Filesize Finalization