czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

critical error

Tue Nov 05, 2013 10:34 pm

22:27:58 [Critical ] TAIAgent.GetDefinition Erroneous DefUID HostUID 100702
22:27:58 [Critical ] TAIAgent.GetDefinition Erroneous DefUID HostUID 100702
22:27:58 [Error ] TAIAgents.CalcAllHosts Exception caught: Violation d'acces a l'adresse 0082B07C dans le module 'PON.exe'. Lecture de l'adresse 0000000C
22:27:58 [Critical ] TAIAgent.GetDefinition Erroneous DefUID HostUID 100601

any idea which is causing this and how to fix it ?

ajnatalo
Sergeant
Posts: 82
Joined: Tue Jan 29, 2013 10:50 pm
Location: Syracuse, NY

Wed Nov 06, 2013 3:28 am

There was a thread about this a long time ago somewhere. In the .hst file there is a line with those host numbers including some code that reads "#Aifg (assorted gibberish to folow)" Delete only on the code between #Aifg and the end of that line, inclusive.

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Fri Nov 08, 2013 12:18 am

any idea about what event it can be ?

ajnatalo
Sergeant
Posts: 82
Joined: Tue Jan 29, 2013 10:50 pm
Location: Syracuse, NY

Fri Nov 08, 2013 3:42 am

its not an event. The engine is creating Host ID's for things that don't exist anymore, or at least that's how it was explained. The only place to solve this is in the .hst which is basically the game's matrix.

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Fri Nov 08, 2013 9:50 am

This only happened if you created a game under a previous version of PON and not the latest one though.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Fri Nov 08, 2013 3:53 pm

jup, it hapened in game started in original 1.00 updated to latest 1.04 rc2. After finish current game surely will start new, for different nation.

czert2
Brigadier General
Posts: 427
Joined: Sun May 06, 2012 1:33 am

Sat Nov 09, 2013 1:48 am

and now commed co my mind - how much turns re stored in hst file ?: from browsing it loks like all turns...which is IMO BAD, since it create much more and more data to operate and create slowdowns. I think solution is realtive esy, crete two files, keep original one (for debuging etc) and new "operational" which will store history of only say 5-10 turns . And if anyone will need to rolld back more turn, well we have original file to use.

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Nov 11, 2013 11:26 am

Only one turn is stored in the HST file.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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