Your comments

Hi Cupcake, sorry to hear about your issues with the game recently.


Have you tried the suggestions in these threads?:



After those please can you submit all the information requested as part of our How to: Submit a Bug Ticket topic.


We'll do our best to get you in the game as soon as possible!


Cheers,


Lee

Confirmed this and found the cause, it seems that this map was created prior to defenses being disallowed by neutral players and original there was a door placed at this location.


Maps which have neutral defenses on will see them removed when loaded, however it seems that the logical impact of the door has remained behind and thus the tile is considered impassable to pathfinding.


See attached screenshot


War For The Overworld 01_08_2016 12_14_08.png

Very bizzare, if the issue was as ubiquitous as Windows Firewall we'd see it appear more often. Sounding like an usual combination of the firewall and your own software? Do you have a specific AV or Internet security software in addition to Windows Firewall?

Thanks for the report, this is something we're aware of.


I'll accept your ticket and we'll discuss it in the future. :)

Hi Wood,


Sorry to hear about the crashes you are suffering from on this level. From what we can see from your log is that Unity is attempting to unload objects from memory very regularly in order to avoid hitting your max memory. As the Heart of Gold levels are very large and complex it's very possible that you're hitting a limit on the amount of RAM available for the game to access and this is what causes the crash.


4GB of RAM is the absolutely bare minimum of RAM that is required by WFTO, but we highly recommend at least 8GB to avoid any memory issues. You can see our system requirements here: System Requirements


If upgrading your RAM is not an option then I recommend trying to close other applications that have a presence in memory and run the game with as few other applications open as possible. You can also try reducing options like resolution and texture resolution which should slightly reduce the game's own memory usage.


I hope that helps and I wish you the best of luck in resolving this issue.

Gave this some serious testing today inside and outside of the map provided. Unfortunately couldn't replicate so it's possible that it's already fixed internally. I'm going to mark this as complete next patch so give it a try then but if you suffer from it next patch let us know.

That's correct, you can scroll the unit bar under normal conditions once there are too many types to display.

Well your response pointed us towards another issue, it shouldn't have been possible to convert him in execution mode so that's now been fixed for next patch :)


I suspect that's the leading cause of this. If you can start the conversion of Mandalf it prevents any further scripts for him running, however if you do so prior to the first respawn extra respawns will not occur. By fixing the execution mode issue his conversion cannot start fast enough before he frees himself, this should hopefully fix your other issues :)