Null pointer exception crash DAG battle after patch 1.1.1

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Xiccarph
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 141
Joined: Thu Dec 24, 2009 2:05 am

Null pointer exception crash DAG battle after patch 1.1.1

Post by Xiccarph »

400 point DAG game, xiccarph vs blathergut, Seleucids vs Romans
Turn 14 first action of my (Seleucid) turn.
A unit of Agema with a troop commander attacks a unit of veteran xystophoroi already fragmented and down to 75% from the front.

The Agema win, the xystophoroi route off the left edge and before the agema can pursue this error comes up and the game closes.

I tried to get around it several times and it is always on this particular attack that the error occurs. I had applied the new patch previously this evening.


NullPointerException
1.1.1 2010 03 12
{}
gamelogic.s.RoutPath.movePathGrow o gamelogic.BestFirstMovePath o gamelogic.s.RoutPath i4i4
gamelogic.s.PlayLogicImp.Pursue o gamelogic.s.PlayLogicImp o gamelogic.DoEventDelegate o gamelogic.s.PursuitSpec
gamelogic.s.OrderAttack.ExecuteAdjacentAttack o gamelogic.s.OrderAttack
gamelogic.s.OrderAttack.strExecute s o gamelogic.s.OrderAttack
gameinstance.GameManagerImp.blnDispatchOrder b o gameinstance.GameManagerImp
gameinstance.GameManagerImp.blnRunLogic b o gameinstance.GameManagerImp
Delegate.IM Invoke b
gameinstance.LogicThread.Process o gameinstance.LogicThread
gameinstance.LogicThread.Event Run o gameinstance.LogicThread
Xiccarph
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 141
Joined: Thu Dec 24, 2009 2:05 am

Post by Xiccarph »

I was able get the battle to end by going back in each in crashed and fighting that one battle first until the enemy unit did not route.
Scarz
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 316
Joined: Sat Jan 30, 2010 5:40 pm

Error

Post by Scarz »

I had a similar error, when playing the AI, unit routed at map edge, and then this error came up before crashing the game.

NullPointerException
1.1.1 2010 03 12
{}
gamelogic.s.RoutPath.movePathGrow o gamelogic.BestFirstMovePath o gamelogic.s.RoutPath i4i4
gamelogic.s.PlayLogicImp.Pursue o gamelogic.s.PlayLogicImp o gamelogic.DoEventDelegate o gamelogic.s.PursuitSpec
gamelogic.s.OrderAttack.ExecuteAdjacentAttack o gamelogic.s.OrderAttack
gamelogic.s.OrderAttack.strExecute s o gamelogic.s.OrderAttack
gameinstance.GameManagerImp.blnDispatchOrder b o gameinstance.GameManagerImp
gameinstance.GameManagerImp.blnRunLogic b o gameinstance.GameManagerImp
Delegate.IM Invoke b
gameinstance.LogicThread.Process o gameinstance.LogicThread
gameinstance.LogicThread.Event Run o gameinstance.LogicThread
Blathergut
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5882
Joined: Tue Jan 22, 2008 1:44 am
Location: Southern Ontario, Canada

Post by Blathergut »

1.1.1 had been applied here too

(Good game by the way. Gotta love those Pergamene spearmen! Well...except for their commander who caught the first enemy spear the wrong way. :cry: )
keithmartinsmith
Field of Glory Moderator
Field of Glory Moderator
Posts: 1557
Joined: Mon Mar 30, 2009 1:26 pm

Post by keithmartinsmith »

This is a known issue and we are looking at a fix. Apologies for the hassle. Keith
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