Either the AI unit will mix up with the leftover player unit on top with a pretty error message, or want to follow (noticeable rotation) but can't for whatever right reason.
The result is either that you can rarely play on as usually, possibly when the AI unit is still visible,
or the following AI unit will vanish on the map but the AI still think it's valid,
or my latest example with trying to follow-up but can't,
what produces the typical endless Thinking...
This was only the last example in the player.log
Code: Select all
IndexOutOfRangeException: Index was outside the bounds of the array.
at RetreatHex.FindInRange (Unit unit, Hex attackHex, System.Int32 range, System.Int32& efficiencyLoss, GameState gameState) [0x001ec] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at GroundAttack.Execute (Unit attacker, Hex fromHex, Hex location, Unit defender, System.Boolean ambush, System.Int32 specialAttack, System.Int32 blast, System.Boolean simulate, GameState gameState) [0x0049b] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at Combat.CalculateDamage (Unit attacker, Unit defender, Hex fromHex, Hex location, System.Boolean ambush, System.Int32 specialAttack, System.Int32 blast, System.Boolean simulate, GameState gameState) [0x000b1] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at Combat.ResolveSingleCombat (Unit attacker, Unit defender, Hex fromHex, Hex location, System.Boolean ambush, System.Int32 specialAttack, System.Int32 blast, GameState gameState) [0x00033] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at Combat.ResolveCombat (Unit attacker, Unit defender, Hex fromHex, Hex location, System.Boolean ambush, System.Int32 specialAttack, GameState gameState) [0x000bf] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at Combat.ResolveCombat (Unit attacker, Unit defender, Hex location, System.Boolean ambush, System.Int32 specialAttack, GameState gameState) [0x0000f] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at ActionsNamespace.AttackUnitAction.Perform (GameState gameState, System.Boolean checkVisibility, Alliance visibilityAlliance) [0x00309] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at ActionsNamespace.Action.Perform (GameState gameState) [0x00000] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at ActionManager.CommitAction (ActionsNamespace.Action action, GameState gameState, System.Boolean performIfSimulated) [0x00026] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at ActionManager.CommitActions (System.Collections.Generic.List`1[T] actions, GameState gameState) [0x0000b] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at AllianceAI.CommitActions (System.Collections.Generic.List`1[T] actions) [0x00000] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at AllianceAI.RunTeamAI (AITeam currentTeam) [0x000d3] in <3dbb6aaa6c434da78f5ba5a1e8139409>:0
at AllianceAI.AIMakeTurn () [0x00339] in <3dbb6aaa6c434da78f5ba5a1e8139409>: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()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()