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I just completed the human quest, the noble traitor
getting a Microsoft Visual C++ runtime Library Error and the game freezes everytime I try to log into my instance on the online kingdom. If I pick a different instance, say play with my elf instead of human, i can play. HELP contents of log file (note - I cannot attach a file, nor can I upload the full contents as the text of the log is too big, the thread is liimited to 30000 characters, so truncated log file. Time is 2011 10 1 10:22 Mithrill Setting Up 0,0 Found 4 Proccessors Lua Opened Lua Set Up Found aihomelands Found homeland Found intromap Found introvid.st Found introvid.ws Found introvid505.st Found introvid505.ws Found quests Found regions Found resource Found skirmish Found towns Found worldmap PackManager Initialized Default Settings Initialized Raster SetUp Begin Raster Formats Decided BackBuffer=22 ZBuffer=75 Raster Entered 1920x1200 @0 Raster ShadowMap Format=D3DFMT_A16R16G16B16F Raster DXTN Support Found Using Compressed Textures Raster SetUp Audio SetUp Begin Audio SetUp Finished Interface Created Interface First Render Set Cursor Running Resource\Unit\!emulatedfuncs.fus Running Resource\Unit\!formations.fus (TRANUATED) end of log file LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=HitPointCap, newValue=25) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=HitPoints, newValue=125) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=Members, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=45, attributeName=CurrentlyGathering, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=45, NewHealthsAsBarString=[25|25|25|25|25]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=46, template=Gaia-Animals-Chicken Herd, UnitHealthsAsBarString=[25|25|25|25|25], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=HitPointCap, newValue=25) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=HitPoints, newValue=125) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=Members, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=46, attributeName=CurrentlyGathering, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=46, NewHealthsAsBarString=[25|25|25|25|25]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=47, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=47, attributeName=CurrentlyGathering, newValue=wood) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=47, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=48, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=48, attributeName=CurrentlyGathering, newValue=food) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=48, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=49, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=49, attributeName=CurrentlyGathering, newValue=food) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=49, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=50, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=50, attributeName=CurrentlyGathering, newValue=stone) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=50, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=51, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=51, attributeName=CurrentlyGathering, newValue=wood) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=51, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=52, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[15|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=HitPoints, newValue=1635) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=52, attributeName=CurrentlyGathering, newValue=food) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=52, NewHealthsAsBarString=[15|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=53, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=53, attributeName=CurrentlyGathering, newValue=wood) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=53, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=54, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=54, attributeName=CurrentlyGathering, newValue=food) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=54, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=55, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=55, attributeName=CurrentlyGathering, newValue=wood) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=55, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.BattalionAdded(playerID=1, battalionID=56, template=Men-Units-Peasant Battalion, UnitHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180], IDInArmy=nil) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Level, newValue=1) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Exp, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=ExpCap, newValue=5) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Skill, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=HealRate, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=HitRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=DefenceRating, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=FatigueCap, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Damage, newValue=0) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=HitPointCap, newValue=180) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=HitPoints, newValue=1800) LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=Members, newValue=10) LOGONLY: CallBack.BattalionAttributeChanged call for Members ignored! LOGONLY: CallBack.BattalionAttributeChanged(battalionID=56, attributeName=CurrentlyGathering, newValue=food) LOGONLY: CallBack.BattalionAttributeChanged call for CurrentlyGathering ignored! LOGONLY: CallBack.UnitHealthsChanged(playerID=1, battalionID=56, NewHealthsAsBarString=[180|180|180|180|180|180|180|180|180|180]) LOGONLY: CallBack.GetNextBattalionIDs(playerID=1, amount=15)
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There are many good reasons for drinking and one has just entered my head if a man can't drink when he's living how the hell can he drink when he's dead |
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#2
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LOGONLY: CallBack.GetNextBattalionIDs(playerID=1, amount=15)
is the end of the log1.txt? hmmm... Tell us your username and the human Town's name (NOT PASSWORD) if you dont feel right giving your username PM Kon about the issue (http://www.reverieworld.com/forums/member.php?u=13) We will see if we can fix that town and find a nasty bug in the procces. Thank you.
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Joseph B. Visscher - JBV3737 Bugs aren't the problem, figuring out how to fix them is. |
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#3
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my human town name is Sanguine
and my username is SurfNinja and that is the end of the log1.txt file what is it telling you?
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There are many good reasons for drinking and one has just entered my head if a man can't drink when he's living how the hell can he drink when he's dead |
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#4
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where going to look at your city and figure out why its crashing,
IMPORTANT! look at this thread before signing in to your account as we may be inside your account, we will post here to telll you when we are in it and debugging it. It may glitch up the city further if you try to sign in while where working on it. we are very sorry for the inconvenience and hopefully we can fix this issue so it never happens to anyone ever again. Thank you.
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Joseph B. Visscher - JBV3737 Bugs aren't the problem, figuring out how to fix them is. |
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#5
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We are investigating your town. It might take couple of hours though - our main goal is to fix the issue that broke your town in the first place, but we`ll try to fix your town as well.
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#6
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let me know when it is fixed.
I was enjoying playing, but been 5 hours since I couldn't continue my town :-( thanks for working on it.
__________________
There are many good reasons for drinking and one has just entered my head if a man can't drink when he's living how the hell can he drink when he's dead |
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#7
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so i was able to get logged in and start playing again
whatever you did, it worked thanks
__________________
There are many good reasons for drinking and one has just entered my head if a man can't drink when he's living how the hell can he drink when he's dead |
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#8
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You are welcome. By the way great two you have - love how you placed archers on all the palisade towers.
If you encounter any issues in the future don`t hesitate to post here. Also we have pinpointed the issue causing the crash and will try to address it in tonight`s patch. |
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#9
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i like it as well :-)
i posted a seperate thread, now my workers are not collecting resources http://www.reverieworld.com/forums/s...ead.php?t=4227
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There are many good reasons for drinking and one has just entered my head if a man can't drink when he's living how the hell can he drink when he's dead |
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#10
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I have the same bug i think! Its also a C++ error when I connect to my human city Lichtenfels... my accountname is m0k... hope you can fix my little city too
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