I have now activated the FAF Debugger in the settings, if this crash happens again I hope the more detailed log will help.
Best posts made by thewatcheral
Latest posts made by thewatcheral
m28ai seemed to crash twice when we used it, 2v2ai 3v1ai
33 min first game, 44 min second game
mods used / yes
https://replay.faforever.com/21423105 - 1st game
https://replay.faforever.com/21423406 - 2nd game
debug: Current gametime: 00:32:30
warning: false M28ERROR Count=54: GameTime 1951: Dont have a valid upgrade ID; UnitID=bsb0002
warning: stack traceback:
warning: [C]: in function assert' warning: [C]: in function
pcall'
warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function ErrorHandler' warning: ...der forged alliance\mods\m28ai\lua\ai\m28economy.lua(137): in function
UpgradeUnit'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2659): in function GetAnyMexOrFactoryToUpgrade' warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2880): in function
ConsiderNormalUpgrades'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2930): in function <...mander forged alliance\mods\m28ai\lua\ai\m28team.lua:2908>
warning: false M28ERROR Count=3: GameTime 1953: After filtering to a faction we have no available engineers - this shouldnt be possible
warning: stack traceback:
warning: [C]: in function assert' warning: [C]: in function
pcall'
warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function ErrorHandler' warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(4398): in function
FilterEngineersOfTechAndEngiCountForFaction'
warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(5564): in function ConsiderActionToAssign' warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(6420): in function
HaveActionToAssign'
warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(6681): in function ConsiderCoreBaseLandZoneEngineerAssignment' warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(11595): in function
ConsiderLandOrWaterZoneEngineerAssignment'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28land.lua(5857): in function <...mander forged alliance\mods\m28ai\lua\ai\m28land.lua:5349>
warning: false M28Warning: Count=1: GameTime 1956: No plateau group for iSegmentX=336; iSegmentZ=249; Plateau group of segment midpoint=2751; Plateau Group of tPosition=2751; This can happen on larger maps with long cliffs with narrow paths that small units can travel partially along. Enable logs in the function GetUnitPlateauAndLandZoneOverride for more details
warning: stack traceback:
warning: [C]: in function assert' warning: [C]: in function
pcall'
warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function ErrorHandler' warning: ...mmander forged alliance\mods\m28ai\lua\ai\m28map.lua(571): in function
GetPlateauAndLandZoneReferenceFromPosition'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28land.lua(317): in function UpdateUnitPositionsAndLandZone' warning: ...mander forged alliance\mods\m28ai\lua\ai\m28land.lua(6067): in function <...mander forged alliance\mods\m28ai\lua\ai\m28land.lua:6007> warning: false M28Warning: Count=8192: GameTime 1959: We are unable to build at a predefined shield location, will check for small blocking M28 buildings and destroy them warning: stack traceback: warning: [C]: in function
assert'
warning: [C]: in function pcall' warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function
ErrorHandler'
warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(4648): in function ConstructNewShield' warning: ...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua(4748): in function <...er forged alliance\mods\m28ai\lua\ai\m28engineer.lua:4406> warning: false M28Warning: Count=1: GameTime 1959: Adding unit ID brot3bt2 to table of temp other units - either the unit is a land unit really close to water that we incorrectly think is in water, or it is an amphibious/hover unit that has incorrect caterisation; if the unit runs out of orders then will send it to the rally point warning: stack traceback: warning: [C]: in function
assert'
warning: [C]: in function pcall' warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function
ErrorHandler'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28navy.lua(1488): in function <...mander forged alliance\mods\m28ai\lua\ai\m28navy.lua:1331>
info: OnDecayed: Time=1961.3000488281; self.UnitId=brnt3perses
debug: Loading module: /projectiles/adfreactoncannon01/adfreactoncannon01_script.lua
debug: Loading module: /projectiles/laserbotterran01/laserbotterran01_script.lua
warning: false M28ERROR Count=81: GameTime 1975: Dont have a valid upgrade ID; UnitID=bsb0002
warning: stack traceback:
warning: [C]: in function assert' warning: [C]: in function
pcall'
warning: ...r forged alliance\mods\m28ai\lua\ai\m28utilities.lua(55): in function ErrorHandler' warning: ...der forged alliance\mods\m28ai\lua\ai\m28economy.lua(137): in function
UpgradeUnit'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2659): in function GetAnyMexOrFactoryToUpgrade' warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2880): in function
ConsiderNormalUpgrades'
warning: ...mander forged alliance\mods\m28ai\lua\ai\m28team.lua(2930): in function <...mander forged alliance\mods\m28ai\lua\ai\m28team.lua:2908>
debug: Loading module: /mods/totalmayhem/projectiles/brot3shbmempproj/brot3shbmempproj_script.lua
info: OnDecayed: Time=1979.8000488281; self.UnitId=xrb9304
debug: Current gametime: 00:33:00
debug: Loading module: /mods/blackopsfaf-unleashed/units/bsb5205/bsb5205_script.lua
debug: Loading module: /mods/totalmayhem/projectiles/brpt1extank2proj/brpt1extank2proj_script.lua
debug: Loading module: /projectiles/tdfplasmaheavy03/tdfplasmaheavy03_script.lua
debug: Loading module: /units/xsl0303/xsl0303_script.lua
debug: Loading module: /mods/blackopsfaf-unleashed/units/bab2306/bab2306_script.lua
debug: Current gametime: 00:33:30
info: Minimized true
info: Minimized false
debug: Current gametime: 00:44:00
info: CWldSession::DoBeat() unknown entity id (0x2ff0029a) supplied in a pose update.
warning: Error running OnNotAdjacentTo script in Entity urb1301 at 6d934808: ...\gamedata\lua.nx2\lua\sim\adjacencybufffunctions.lua(18): attempt to call method DestroyAdjacentEffects' (a nil value) stack traceback: ...\gamedata\lua.nx2\lua\sim\adjacencybufffunctions.lua(18): in function
OnBuffRemove'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\buff.lua(687): in function RemoveBuff' ...ver\gamedata\lua.nx2\lua\sim\units\structureunit.lua(810): in function <...ver\gamedata\lua.nx2\lua\sim\units\structureunit.lua:787> [C]: in function
Kill'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(1320): in function DoTakeDamage' ...ver\gamedata\lua.nx2\lua\sim\units\structureunit.lua(664): in function
DoTakeDamage'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(1286): in function OnDamage' ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5751): in function <...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua:5750> [C]: ? ...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua(623): in function
DoDamage'
...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua(364): in function `OnImpact'
...uclearshell01\tifhetacticalnuclearshell01_script.lua(12): in function <...uclearshell01\tifhetacticalnuclearshell01_script.lua:11>
info: Minimized true
info: Minimized false
@thewatcheral said in AI Development Guide and M27AI v71 Devlog:
Replay ID
https://replay.faforever.com/20336438 - Real Game - Base: Blue and Pink Units: T3 and T3 experimentals, most all experimentals from all tears after that
game_20336438.log
https://replay.faforever.com/20341841 - Solo Test Game - Time: 20min Base: Blue First Unit to show broken: Goliath Mk II
game_20341841.log
Thanks
Hope this helps
@jip
Whats odd is that All three of those BlackOps mods work just fine with other Ai's, base game Ai's, and in PVP. Its currently the M27Ai that seems to brake those units. They glide instead of walking, and you can hear them fire but no animation or "bullet" is then animated or spawned.
Im not sure how this Ai is interacting with the units that is causing this and hopefully it can be addressed because my small group of FAF playing friends love the difficulty of this Ai but also want to continue using the BlackOps units.
I hope this is one of the correct locations to post bugs
Challenging Ai but seems to break and crash when used with BlackOps units. Any chance you could update the Ai to be compatible with these unit packs?
Faf Client 2023.6.1
Total Mayhem - Burnie - v 137
BlackOps FAF Unleashed - Uveso - v 23
BlackOps FAF EXUnits - Uveso - v 21
BlackOps FAF ACUs - Uveso - v 19
Replay ID
https://replay.faforever.com/20336438 - Real Game
https://replay.faforever.com/20341841 - Solo Test Game
Thanks
@penguin_
I have checked my settings, no non-ASCII characters that I can see.
This crash is happening about 40-50ish min into a 4 (P) v 4(Ai) or 4 (P) v 5 (Ai) game
I have now activated the FAF Debugger in the settings, if this crash happens again I hope the more detailed log will help.
This crash of an unknown symbol has been happening every game. Three games in a row with 4 players. Host crashes out then a few minutes later most of the others crash out with the same error.
Can anyone create a mod to remove these units from a game, aka to prevent the AI from trying to use them?
https://unitdb.faforever.com/?id=URA0001O
https://unitdb.faforever.com/?id=URA0002O
https://unitdb.faforever.com/?id=URA0002O,URA0003O
Is the NX2 file type "NexusDB" or is it some other type of file?
What would be the best program to use to read/edit this type of file?