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Does this mean that the Non-Haakonish races now can trigger this Haakonish event, too ?
- moved AllConditionsMustBeMet field from GameEvent.Conditions to GameEvent
- moved AllConditionsMustBeMet field from GameEventAction.Conditions to GameEventAction
- changed GameEvent.TriggerRaceId to GameEvent.TriggerRaceIds, now allowing multiple trigger races for an event
- changed GameEvent.NonTriggerRaceId to GameEvent.NonTriggerRaceIds, now allowing multiple non-trigger races for an event
1) Crashing a lot late game. For the most part, a log is NOT being created. This is the only one that has appeared.
Distant Worlds - Crash Dump - Version 1.0.6.6
Stride Version 4.1.33.0-CodeForce
10:57:01 Monday, 29 August 2022
System.AggregateException: One or more errors occurred. (One or more errors occurred. (Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')))
---> System.AggregateException: One or more errors occurred. (Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index'))
---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at T System.Collections.Generic.List<T>.get_Item(int index)+0x0
at Point DistantWorlds.Types.ShipList.FindNearestDockCoordinates(Galaxy galaxy, int galaxyX, int galaxyY, out float nearestDistanceSquared)+0x10F
at Point DistantWorlds.Types.Galaxy.DetermineRandomPointAvoidObstacles(Location location, Random rnd, ShipCommandType commandType, StellarObject parker, float parkerCollisionSphereRadius, float preferClosestSectorAngle, float anglePreference, float distanceMinimum, ref float distanceMaximum, int targetX, int targetY, float allowableDistanceFactor, float offsetY, float allowableShipDistanceFactorOverride)+0x2E6
at Point DistantWorlds.Types.Galaxy.DetermineRandomPointNearTarget(StellarObject parker, float parkerCollisionSphereRadius, Vector3 targetPosition, int targetX, int targetY, float distanceMinimum, float distanceMaximum, bool allowUseCurrentPosition, Location location, Random rnd, float preferClosestSectorAngle, ShipCommandType commandType, StellarObject target)+0x169
at void DistantWorlds.Types.DockData.Initialize(Galaxy galaxy, Ship ship, StellarObject dockTarget, short exitHangarComponentBayId, bool exiting, float entryPointDistanceFactor, Location location, DateTime time)+0x5F7
at float DistantWorlds.Types.Ship.CommandDock(DateTime time, float timePassed, Empire empire, StellarObject dockTarget, ShipMission mission, Location location, ShipHull shipHull, Design design)+0x473
at float DistantWorlds.Types.Ship.ProcessMission(DateTime time, float timePassed, long starDate, Empire empire, Design design, ShipHull shipHull, BattleTactics tactics, ref Location location, bool inView)+0x4A5
at void DistantWorlds.Types.Ship.DoTasks(DateTime time, Galaxy galaxy, bool inView)+0x840
at void DistantWorlds.Types.GameClient.ProcessLogicBlocks(Galaxy galaxy, DateTime time, int shipStartIndex, int shipEndIndex, int creatureStartIndex, int creatureEndIndex, int locationStartIndex, int locationEndIndex)+(int loop) => { } [0]+0x5B
at ParallelLoopResult System.Threading.Tasks.Parallel.ForWorker<TLocal>(int fromInclusive, int toExclusive, ParallelOptions parallelOptions, Action<int> body, Action<int, ParallelLoopState> bodyWithState, Func<int, ParallelLoopState, TLocal, TLocal> bodyWithLocal, Func<TLocal> localInit, Action<TLocal> localFinally)+(ref RangeWorker currentWorker, int timeout, out bool replicationDelegateYieldedBeforeCompletion) => { }+0x23E
at void System.Threading.Tasks.TaskReplicator+Replica.Execute()+0xCD
--- End of inner exception stack trace ---
at void System.Threading.Tasks.TaskReplicator.Run<TState>(ReplicatableUserAction<TState> action, ParallelOptions options, bool stopOnFirstFailure)+0x8F
at ParallelLoopResult System.Threading.Tasks.Parallel.ForWorker<TLocal>(int fromInclusive, int toExclusive, ParallelOptions parallelOptions, Action<int> body, Action<int, ParallelLoopState> bodyWithState, Func<int, ParallelLoopState, TLocal, TLocal> bodyWithLocal, Func<TLocal> localInit, Action<TLocal> localFinally)+0x23B
at void System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)+0xD
at ParallelLoopResult System.Threading.Tasks.Parallel.ForWorker<TLocal>(int fromInclusive, int toExclusive, ParallelOptions parallelOptions, Action<int> body, Action<int, ParallelLoopState> bodyWithState, Func<int, ParallelLoopState, TLocal, TLocal> bodyWithLocal, Func<TLocal> localInit, Action<TLocal> localFinally)+0x23B
at ParallelLoopResult System.Threading.Tasks.Parallel.For(int fromInclusive, int toExclusive, ParallelOptions parallelOptions, Action<int> body)+0x1B
at void DistantWorlds.Types.GameClient.ProcessLogicBlocks(Galaxy galaxy, DateTime time, int shipStartIndex, int shipEndIndex, int creatureStartIndex, int creatureEndIndex, int locationStartIndex, int locationEndIndex)+0x0
at void DistantWorlds.Types.GameClient.AddClientTask(Galaxy galaxy, DateTime time)+0xEE
at void System.Threading.Tasks.Task.ExecuteWithThreadLocal(ref Task currentTaskSlot, Thread threadPoolThread)+0x12E
--- End of inner exception stack trace ---
at void DistantWorlds.Types.Galaxy.ProcessTasks()+0xC0
at void DistantWorlds2.DWGame.Update(GameTime gameTime)+0x2FC
Image 1 [ibb.co]
Image 2 [ibb.co]
Image 3 [ibb.co]
Image 4 [ibb.co]
^^ I have 4 invasion fleest stuck here...
Ships just seem to start flying and are not engaging their warp drives. I'm using the wormhole drive of the boskura if that matters.
The funny thing is... If I zoom in on the fleet and wait for about 10 seconds. They seem to warp off. So it seems that maybe their warp drive logic is NOT firing unless you zoom in and are instead just using their normal engines until then?
It seems their warp drive is saying "jumping" but don't actually jump?
This is the biggest gameplay issue for me at the moment... It's getting really tedious micromanaging this bug.
I noticed in the screenshot that I have no energy. But I have fuel. The ship design screen says I have no problems, do I need another reactor or energy collector?
Dead human [ibb.co]
However, you can see, 2 months have passed and they are still in the game. It DID eventually fix itself a bit later. However, killing off an opponent should probably happen right away. It seems the game started locking up a lot more after killing this guy.
Later on, it said I conquered another planet of theirs again for a second time. Even though you can see in the screenshot they had 0 planets. I wonder if it was not in rebellion during this time? And the game waited until the rebellion was crushed? Not sure... I didn't remember seeing any messages to that effect.
Image [ibb.co]
I'm the boskura at the right (dark purple) at war with the cyan, green, and light purple guys (under the fleet detail window)...
Should have plenty of targets across the board, but every invasion fleet always attack the same target almost every single time.