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I tried to replicate it by sending the same army into the main fort in the center by clicking behind the door and it didn't freeze, so I agree with you, it doesn't seem to be that. As you say, very strange.


I'd like to attach save files so you could try it yourself, but after I managed to get past that section I got overexcited and stupidly overwrote the save. Maybe tomorrow I'll try playing the level again from the start and see if I can replicate the bug.

Hi Stefan. You might remember me from the other bug where I was having a different problem with level 13. Since I got past that part, I've now run into exactly the same problem Jasper is having. I'll attach my logs and saves in the hope that it helps.

output_log.txt

13 equilibrium_20161217213802

13 equilibrium_20161217213802.meta

Thanks for getting back to me so quickly.


I tried forcing it to single GPU rendering in NVIDIA Control Panel, but the outcome was the same - it still froze at the same point. However with a bit of experimenting I did find a way around the problem - by setting the rally point outside the doors instead of inside. There was a bit of slowdown, however after breaking the doors I was then able to get inside and set about breaking all the AI's stuff. My army is quite large as I have been converting all the incoming waves so I have well over 100 creatures at this point. I suspect it might be an issue with pathfinding so many entities at once. As I said it didn't happen when I went into the crypt area, however I have taken on a few more recruits since then so perhaps I've gone over a critical number. I can't think of any other explanation.

Also my system info is as follows:


OS: Windows 10 x64

RAM: 16GB

CPU: Intel Core i7 6700-k

GPU: Geforce GTX 970 x2 (SLI)

WFTO build: 1.5.0f10