Stuck AI turn when out of supply

Moderators: Order of Battle Moderators, The Artistocrats

Post Reply
GabeKnight
Lieutenant-General - Karl-Gerat 040
Lieutenant-General - Karl-Gerat 040
Posts: 3710
Joined: Mon Nov 27, 2017 10:24 pm

Stuck AI turn when out of supply

Post by GabeKnight »

I've got this kind of error multiple times now with v6.1.9 and occurs when one or more enemy units run out of supply (e.g. encircled):
(it's a custom scen, but shouldn't matter in this case, I believe)

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
  at AITasks.StayInSupply.DoesMoveMergeRegions (ActionsNamespace.AbstractSingleUnitMove move, .GameState gameState) [0x00000] in <filename unknown>:0 
  at AITasks.StayInSupply.IsPossibleAction (ActionsNamespace.Action action, .GameState gameState, System.Double& heuristic) [0x00000] in <filename unknown>:0 
  at AITasks.SubTask.IsPossibleAction (ActionsNamespace.Action action, .GameState gameState, System.Double& heuristic, System.Collections.Generic.List`1& replacement) [0x00000] in <filename unknown>:0 
  at AITask.GetPossibleMovesForTasks (.Unit unit, .GameState gameState, System.Double& bestUnitHeuristic, Boolean minimising, System.Collections.Generic.List`1 possibleActions, System.Boolean& heuristicSet, System.Collections.Generic.List`1 potentialActions, System.Collections.Generic.List`1 localSubTasks) [0x00000] in <filename unknown>:0 
  at AITask.GetGenericPossibleActions (.Unit unit, .GameState gameState, System.Double& bestUnitHeuristic, System.Collections.Generic.List`1 subTasks, Boolean minimising) [0x00000] in <filename unknown>:0 
  at AITask.GetPossibleActions (.Unit unit, .GameState gameState, System.Double& bestUnitHeuristic) [0x00000] in <filename unknown>:0 
  at AITeam.GetGenericPossibleActions (IList`1 units, .GameState currentState, System.Double& heuristic, Boolean minimising) [0x00000] in <filename unknown>:0 
  at AITeam.GetPossibleActions (.GameState currentState, System.Double& heuristic) [0x00000] in <filename unknown>:0 
  at StateTree.EvaluatePossibleActionsAndHeuristic (.SimulatedGameState state) [0x00000] in <filename unknown>:0 
  at StateTree.InitialiseStateSetHeap () [0x00000] in <filename unknown>:0 
  at StateTree.Build () [0x00000] in <filename unknown>:0 
  at TeamAI.GetTeamActions (.SimulatedGameState startState) [0x00000] in <filename unknown>:0 
  at TeamAI.TeamMakeTurn (.SimulatedGameState startState) [0x00000] in <filename unknown>:0 
  at AllianceAI.RunTeamAI (.AITeam currentTeam) [0x00000] in <filename unknown>:0 
  at AllianceAI.AIMakeTurn () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ErrorLogger:HandleThreadedException(Exception)
AllianceAI:AIMakeTurn()
That enough or do you need some savegame or whole output log?

PS: Sometimes it fixes itself with a reload of the "turn-end" savegame, but sometimes not...

PPS: There also a "check supply connection" trigger at work in this scen, like in the Norway mission...
Post Reply

Return to “Order of Battle : World War II - Tech Support”