View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0025249 | AI War 2 | Crash/Exception | Jun 14, 2021 1:55 pm | Jun 23, 2021 6:08 pm | |
Reporter | Chuito12 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.104 Option For A Distributed Economy | ||||
Fixed in Version | 3.304 Coilbeams No Longer Tickle | ||||
Summary | 0025249: AI Praetorian Guard Error Faction shut down | ||||
Description | As soon as a new campaign is started I get an error for an unknown exception stating that an error caused a faction to be shut down(The AI Praetorian Guard). Saving then reloading doesn't fix it, the error message will pop up as soon as I un-pause the game. After experimenting a little bit with cheats it seems like the Praetorian Guard doesn't spawn even with a low strength fleet in an AI planet next to a bastion world. Ai reserves do seem spawn normally. | ||||
Tags | No tags attached. | ||||
related to | 0025293 | resolved | Chris_McElligottPark | Praetorian Error On Startup |
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testing with cheats.savemet (113 bytes)
UK 1387945491 2712 test <color=#66ffce>Easier </color> Full Ensemble Difficulty 7 1 <color=#007fff>Chuito</color> zdf.savemet (111 bytes)
UK 1387945491 20 test <color=#66ffce>Easier </color> Full Ensemble Difficulty 7 4 <color=#007fff>Chuito</color> |
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I've put in a bit of defensive code here, but the fundamental problem seems to be that the AI Difficulty for the Praetorian Guard is not being set. |
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I note a number of entries like 6/14/2021 3:05:56 PM 3.104 SINGLEP OnLoad: AI faction: AI Sentinels had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/14/2021 3:05:56 PM 3.104 SINGLEP OnLoad: AI faction: AI Sentinels had a difficulty of -1, which is not helpful for setting overlord difficulty level. When I load this save game as well; unclear if that is related. The AI Difficulty for the praetorian guard is not serialized to disk in the first place. If I add debugging code like this: itemAsType.AIDifficulty = AIDifficulty_PraetorianGuardTable.Instance.DeserializeByInternalName( Buffer, "ExternalFactioonData_Common_PraetorianGuardData", "PraetorianGu\ ardDifficulty" ); if ( itemAsType.AIDifficulty == null ) ArcenDebugging.ArcenDebugLogSingleLine("difficulty is null", Verbosity.DoNotShow ); Then I see it is triggered by this save game |
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Additional debugging notes: once this problem starts happening (I've observed it happening immediately after starting a new game) then every time you call faction.GetPraetorianGuardExternal() the AIDifficulty will be null. Even if you assigned it to be != null on the previous sim-step. I think this means that when this bug is occurring, we're creating the PraetorianGuardExternalData fresh each sim-step. I suspect without evidence that this problem is related to the fact that we can create new Praetorian Guard factions if they are missing in game. If we take this path I don't think we ever set up the AIDifficulty for the faction. |
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I think I found out how to consistently reproduce the bug: *Select a Quick start 2-Moderate Fallen Friends Arise and Edit setup. *Increase Cryogenic pods to 30 and Increase Home Settlements to 5 *As soon as the game is started the errors pop up. Usually says from 8 to 52 errors since start When I reported this bug I tried for a while to start a game normally but got bored and decided to play a quick start "Fallen Friends Arise" spire game with the praetorian guard bug anyways (easier AI homeworlds this game I guess). Today I started a couple new games to see if it would happen again and the bug didn't happen except when loading the save I created then. Starting a new game after loading the bugged save doesn't trigger the bug it seems. The bug doesn't seem to happen when its just me and 1 or 2 AI and I increase the Home Settlements, it usually starts when its me, 2 AI, Fallen Spire factions *and* I increase the home settlements/cryo. Not entirely sure if those are strictly necessary but its what I used to check and was consistently triggering the bug. The bug can sometimes happen on Custom Start. But, After triggering the bug *once* through quick start it continues to happen everytime on new campaigns that are created on Custom start regardless if there is the FallenSpire or the Settlements/Cryo number are changed. Exiting and restarting the game sometimes fixes this I think. I'm not entirely sure if I have to change the settlements/cryo or if it just happens when I enter the "edit setup" screen on the Fallen Friends quick start. After triggering the bug once it seems to keep happening on multiple games I edit setup on in the 2-Moderate tab of quick start (or the custom game screen), Doesn't happen on the two easiest quick starts on the 1st tab. I included the bugged save I started and an earlier autosave of it since I have a couple hours into it, and the debuglog too. Maybe you guys can use it, idk. Hope it helps! Train raid.savemet (120 bytes)
CL 997671100 8184 fellen frend <color=#66ffce>Easier </color> Full Ensemble Difficulty 7 6 <color=#007fff>Chuito</color> Autosave at 1h 44m 0s.savemet (120 bytes)
CL 997671100 6240 fellen frend <color=#66ffce>Easier </color> Full Ensemble Difficulty 7 0 <color=#007fff>Chuito</color> |
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Thanks! * Fixed a variety of "blank data" exceptions that could happen when setting up the game from an old save or a quickstart, among other circumstances. ** First of all, the way that missing factions are added is more careful now, although that turned out not to be the problem. ** Secondly, CPALogic and RelentlessWave subfactions are added in a better way for each AI in multi-AI games, to lead to less confusion with them. ** And lastly, if there was explicitly blank (or otherwise old) data, it was not previously reading in the current-game default. This has been corrected so that it now chooses default values. *** This was the reason why often certain quickstarts had errors with the Praetorian Guard immediately after starting, and things of that nature. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 14, 2021 1:55 pm | Chuito12 | New Issue | |
Jun 14, 2021 1:55 pm | Chuito12 | File Added: testing with cheats.save | |
Jun 14, 2021 1:55 pm | Chuito12 | File Added: testing with cheats.savemet | |
Jun 14, 2021 1:55 pm | Chuito12 | File Added: zdf.save | |
Jun 14, 2021 1:55 pm | Chuito12 | File Added: zdf.savemet | |
Jun 14, 2021 1:55 pm | Chuito12 | File Added: ArcenDebugLog.txt | |
Jun 14, 2021 5:00 pm | BadgerBadger | Note Added: 0062091 | |
Jun 14, 2021 5:07 pm | BadgerBadger | Note Added: 0062092 | |
Jun 14, 2021 5:07 pm | BadgerBadger | Assigned To | => Chris_McElligottPark |
Jun 14, 2021 5:07 pm | BadgerBadger | Status | new => assigned |
Jun 15, 2021 10:57 am | BadgerBadger | Note Added: 0062096 | |
Jun 15, 2021 8:51 pm | Chuito12 | Note Added: 0062107 | |
Jun 15, 2021 8:51 pm | Chuito12 | File Added: ArcenDebugLog-2.txt | |
Jun 15, 2021 8:51 pm | Chuito12 | File Added: Train raid.savemet | |
Jun 15, 2021 8:51 pm | Chuito12 | File Added: Train raid.save | |
Jun 15, 2021 8:51 pm | Chuito12 | File Added: Autosave at 1h 44m 0s.savemet | |
Jun 15, 2021 8:51 pm | Chuito12 | File Added: Autosave at 1h 44m 0s.save | |
Jun 18, 2021 7:31 pm | Chuito12 | Relationship added | related to 0025293 |
Jun 23, 2021 6:08 pm | Chris_McElligottPark | Status | assigned => resolved |
Jun 23, 2021 6:08 pm | Chris_McElligottPark | Resolution | open => fixed |
Jun 23, 2021 6:08 pm | Chris_McElligottPark | Fixed in Version | => 3.304 Coilbeams No Longer Tickle |
Jun 23, 2021 6:08 pm | Chris_McElligottPark | Note Added: 0062254 |