Sovereignty: Crown of Kings

Sovereignty: Crown of Kings

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New Bug in beta, no Mods
This is a very common error to get after...50ish turns into any faction I play as in any game mode.

An error has occurred

User ID: 76561198030324770
Build Number: 1529
Mods Active: None
Object reference not set to an instance of an object.

at SovereigntyTK.AI.V2.AIConstructionManager.GetRequiredResource(ResourceData Resource)
at SovereigntyTK.AI.V2.AIResourcesManager.GetResourceDesiredStockpile(ResourceData Resource)
at SovereigntyTK.AI.V2.AIResourcesManager.UpdateResources()
at SovereigntyTK.AI.V2.AIPlayer.TakeTurn()




Bug reporting effort does not work, and after seeing other people's results in following Slitherine provided steps for running in Administrator I'm hesitant to try it. This one happens without fail every single turn once it has appeared, and can no longer be played.
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Showing 1-14 of 14 comments
Breca 4 Feb, 2018 @ 5:02pm 
Thanks for the report. We'll have a look at that right away.

Breca
Last edited by Breca; 4 Feb, 2018 @ 5:03pm
Originally posted by Breca:
Thanks for the report. We'll have a look at that right away.

Breca
This and others are EXTREMELY common about...50-100 turns into the game. I'll start posting all the bugs I see in my games here. These bugs, it must be stated, kill the game; the AI will continually make the same mistakes that lead to the bug, and only rolling back at least 3 turns can cause enough of a divergence of AI decisions to avoid these bugs for any length of time. Even then, it's only a matter of a few turns and resource offerings of every kind, and it's impossible to tell just what causes it.

If it helps any I'm very aggressive in buying out resources per turn, especially Finance from Elidon or other nations like it, and Lumber from Riesental. But even when I DON'T have those resources unavailable to the international world in the game, these bugs still happen.
Originally posted by Breca:
Thanks for the report. We'll have a look at that right away.

Breca


New bug, pretty common one too.

An error has occurred

User ID: 76561198030324770
Build Number: 1529
Mods Active: None
Object reference not set to an instance of an object.

at SovereigntyTK.AI.V2.AIConstructionManager.GetRequiredResource(ResourceData Resource)
at SovereigntyTK.AI.V2.AIResourcesManager.GetResourceDesiredStockpile(ResourceData Resource)
at SovereigntyTK.AI.V2.AITradeManager.GetResourceValue(ResourceData Resource)
at SovereigntyTK.AI.V2.AITradeManager.GetTradeValue(TradeOfferList Offers, WorkingRealm OfferingRealm, Boolean TheirOffer)
at SovereigntyTK.AI.V2.AITradeManager.ValueTrade(WorkingRealm OfferingRealm, TradeOffer Offer)
at SovereigntyTK.AI.V2.AITradeManager.GetRealmTradeValue(WorkingRealm Realm, TradeOffer Offer)
at SovereigntyTK.AI.V2.AITradeManager.AttemptTrade(TradeOfferList Demands, WorkingRealm TargetRealm, Boolean Immediate)
at SovereigntyTK.AI.V2.AIResourcesManager.TradeForResource(ResourceData Resource)
at SovereigntyTK.AI.V2.AIResourcesManager.UpdateResources()
at SovereigntyTK.AI.V2.AIPlayer.TakeTurn()


Happened to Crivia while playing as Boruvian Empire in Conquest. It is in game date 2 April 1394.
Jekky 5 Feb, 2018 @ 10:16am 
Looked into this one, seems that It is caused by the AI running out of buildings to construct in a province, so when it tries to look at the next thing to build, it crashes.
Originally posted by Jekky:
Looked into this one, seems that It is caused by the AI running out of buildings to construct in a province, so when it tries to look at the next thing to build, it crashes.
That's an interesting idea. Right now, all Crivia (if it is crivia who has the problem) has built 2 Forts and 1 Town Hall in its only Province, Crivia.

Checking their resources, they have 6 Alchemy, 5 Contraband, 1 Finance, 4 Lumber, and 1 Contraband a turn. Not sure if this helps, and I will try in another save to see if I can't see who takes their turn after Crivia. Maybe I can see what that faction could be trying to build.
Originally posted by Jekky:
Looked into this one, seems that It is caused by the AI running out of buildings to construct in a province, so when it tries to look at the next thing to build, it crashes.
Can't be sure of who has the problem. Don't know WHEN the bug takes effect, as it were :P
T-Duke76 5 Feb, 2018 @ 12:27pm 
I've already reported this heavy bug since late december. Devs wrote is going to be fixed in the next patch.... let's hope
Last edited by T-Duke76; 5 Feb, 2018 @ 12:28pm
Originally posted by T-Duke76:
I've already reported this heavy bug since late december. Devs wrote is going to be fixed in the next patch.... let's hope
Question is, when is the next patch? I like how aggressive and crazy the AI can get these days, but these bugs are KILLING my games :(
[SIN7] jacojarek56 12 Feb, 2018 @ 10:18pm 
Originally posted by Jekky:
Looked into this one, seems that It is caused by the AI running out of buildings to construct in a province, so when it tries to look at the next thing to build, it crashes.
New one, Jotland managed to call the horde.


An error has occurred

User ID: 76561198030324770
Build Number: 1529
Mods Active: None
Moved non-transport naval unit to a land node.

at SovereigntyTK.Game.ActiveGameData.WorkingStack.AddUnit(WorkingUnit Unit, Boolean IgnorePackChecks, Boolean IgnoreSizeLimit)
at SovereigntyTK.Game.ActiveGameData.WorkingStack.TransferFromStack(WorkingUnit Unit, Path MovePath, Boolean IgnorePackChecks)
at SovereigntyTK.Game.SovereigntyGame.MoveUnit(WorkingStack OldStack, WorkingStack NewStack, WorkingUnit Unit, Path MovePath, Boolean IgnorePackChecks)
at SovereigntyTK.AI.V2.Actions.AIActionMoveUnits.Execute()
at SovereigntyTK.AI.V2.AIActionManager.CheckForActions()
at SovereigntyTK.Game.SovereigntyGame.Update(Single ElapsedTime)
at SovereigntyTK.Sovereignty.Render(Single ElapsedTime)
at SovereigntyTK.GameBase.RenderInternal()
at SovereigntyTK.GameBase.UpdateInternal()
at SovereigntyTK.GameBase.Start()
at SovereigntyTK.Program.Main(String[] args)
Originally posted by Breca:
Thanks for the report. We'll have a look at that right away.

Breca
Brand new one as Dunmar. DAMMIT AND THINGS WERE GOING SO GOOD AS THEM.



An error has occurred

User ID: 76561198030324770
Build Number: 1529
Mods Active: None
The given key was not present in the dictionary.

at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at SovereigntyTK.Game.ActiveGameData.WorkingUnit.set_OwnerStackID(Int32 value)
at SovereigntyTK.Game.ActiveGameData.WorkingStack.RemoveHero()
at SovereigntyTK.Game.SovereigntyGame.ChangeProvinceOwner(WorkingProvince Province, WorkingRealm Realm)
at SovereigntyTK.Game.EconomyController.UpdateOccupiedProvinces(WorkingRealm Realm)
at SovereigntyTK.Game.EconomyController.DoTurnStart(WorkingRealm Realm)
at SovereigntyTK.Game.SovereigntyGame.StartPlayerTurn(WorkingRealm Realm)
at SovereigntyTK.Game.TurnController.RequestEndTurn()
at SovereigntyTK.AI.V2.Actions.AIActionEndTurn.Execute()
at SovereigntyTK.AI.V2.AIActionManager.CheckForActions()
at SovereigntyTK.Game.SovereigntyGame.Update(Single ElapsedTime)
at SovereigntyTK.Sovereignty.Render(Single ElapsedTime)
at SovereigntyTK.GameBase.RenderInternal()
at SovereigntyTK.GameBase.UpdateInternal()
at SovereigntyTK.GameBase.Start()
at SovereigntyTK.Program.Main(String[] args)
LeMooper 19 Feb, 2018 @ 1:39pm 
I'm having this same problem

at SovereigntyTK.AI.V2.AIConstructionManager.GetRequiredResource(ResourceData Resource)
at SovereigntyTK.AI.V2.AIResourcesManager.GetResourceDesiredStockpile(ResourceData Resource)
at SovereigntyTK.AI.V2.AIResourcesManager.UpdateResources()
at SovereigntyTK.AI.V2.AIPlayer.TakeTurn()

Has happened on the Iron Barony's turn in two different games.
T-Duke76 2 Mar, 2018 @ 10:05am 
Still waiting for a fix...
RedLevi 2 Mar, 2018 @ 3:07pm 
Had the same bug as Sirucil. Just got the game too because of the black screen issue being resolved!
Originally posted by Jekky:
Looked into this one, seems that It is caused by the AI running out of buildings to construct in a province, so when it tries to look at the next thing to build, it crashes.
You all still updating this?
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