Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Bugs & Tech Support => Topic started by: Jeff 'Robotnik' W. on August 29, 2011, 04:12:28 PM
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In order to help with crashes or other odd behavior caused by the ai, please upload the AI log files that are generated after every game
these can be found in the common folder under steamapps, usually located at:
C:\Program Files (x86)\Steam\steamapps\common
the files are named AI_LogFile. if there are multiple files, please upload all of them
Thanks
Robotnik
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After playing awhile. I get a crash with EF 1.510.
The warning log file says:
SIM -- Attempting to query bag not associated with this group type.
Group is of type 8. Query is for type 1. Group name: 'sbps\races\allies_soviets\vehicles\zis-2_unit_upgrade'
-- FATAL EXIT --
simengine/propertysy
The only way I know to fix this kind of problem is to change the values in squad_ai_ext.
I have also had a fatal scar error, but only once on a particular map. The scarlog says:
-- Log file for all error messages related to the Scar --
Starting SCAR...
968
*FATAL SCAR ERROR: [string "EASTERN_FRONT\DATA\Scar\aicontrol.scar"]:141: attempt to index field '?' (a nil value)
Could not execute rule:
FATAL Scar Error while running rules - Execution has been paused.
I have no idea what it does mean.
Other bug:
http://easternfront.org/forums/index.php?topic=6732.0 (http://easternfront.org/forums/index.php?topic=6732.0)
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It's not a AI crash bug but anyway:
-The soviet AI AT Gun digs in instantly after being attacked... Don't matter which unit.
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my problem is when i start a game against the AI, i get "AI fatal error, game pause" and i cant play against or with it :S
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Upload your ai_log
ailog.####.####.txt; Replace the "#" for the current date and time
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here you got it:
http://www.gamefront.com/files/21445913/ailog.2012-03-19.12-19-18.txt
is weird cause i played a few months ago
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im having almost the same problem. ive got the game booster 3 on, relic downloader off, graphics down to medium (wont work on high, just crashes) and done pretty much everything just to get it to work for me playing as Soviets.
BUT! whenever i start a game, with a Soviet ally or Soviet enemy, the game goes into the loading screen, then after a while the game crashes. my PC plays the sound of an error message, but i cant view it cuz the game screen wont minimise at all. sometimes it wont even do that, the screen will just go bright purple with the "loading..." bit still on screen and either resets to the main screen or closes back down to windows...
its been infuriating me since i find it boring as hell playing 1 v 1/2/3/4.
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please can anyone help? even if its just to say that there isnt a Soviet AI so it isnt possible or something? any help would be great.
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Map: Berniere Sur-mer(close enough)
AI: Soviet Hard
Me: Ostheer(middle doctrine)
No popcap
Problem: AI did not build any buildings, just armory, the enginiers used upgrades, but no other units entered the battlefield.
Map: Gilroys harbour
AI: American and Soviets both hard
Me and my buddy: Ostheer first doctrine
Mode: king of the hill
Problem: The point was on our side, of the map(by the windmill), witch is the closest to the middle, but too far from allied bases. The AI was too simple, making some units, but too little for hard setting, and not really attacking or defending, most just sitting in their base
General: on minimum settings, when i scroll down the screen, the units in the top of the screen get their textures broken down: i can see just the AT gun from Marder two(no wheels), no sideskirts for tanks that have them and stuff like that, like its separating textures from which units are made
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After patched EF to 2.20 problem with passive AI has not gone away. I chose Moscow (becasue in this map I've noticed this bug at the first time)1vs1 against AI with win conditions as control victory point. I chose Red Army, after a few minutes I sent one squad toward Ostheer HQ becasue no victory points have been captured. When my squad reached to destination place I saw two pioneer squads and three landsers squads. All Ostheer soldiers stayed next to HQ like before. Only difference is that AI has infantry squads while only pioneers squads before.
EDIT: I forgot that difficulty levels was the highest (expert).
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please upload the AI log files that are generated after every game
these can be found in the common folder under steamapps, usually located at:
C:\Program Files (x86)\Steam\steamapps\common
the files are named AI_LogFile. if there are multiple filed, please upload all of them
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I found two log files I hope it will help
EDIT: I'd like to just ask if files which I uploaded will help?
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EDIT: I'd like to just ask if files which I uploaded will help?
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Well right now the AI logging system has been disabled until i can find a way to make it work without lagging the game, so i would say dont worry about it
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Jagger's will retreat as if they were snipers in combat.
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Hello! Sorry for my english, but because I'm writing a large text, I will use google translayte. Just say, that I have modified the Eastern Front, added units, abilities and races. During the game, the error is: "Fatal error, execution is impossible." It occurs when the AI uses a greyhound or staghaund and he is under fire by AT-gun, and the technique does not see the AT-gun, because damage radius AT-gun more review machine and technology does not see it. In logs I found the line: "ERROR - Player 1005 AITactic AIVechicleTactic failed to call filter TacticFilter_TeamWeapon_Quick_Vehicle" (ailog), "Squad * can not be nil!" (scarlog) and "23: 46: 13.25 LuaException :: ThrowMessage - Invalid parameter 1 (type expected = Squad *, received = nil) in function Squad_GetPosition
23: 46: 13.26 GAME - SimulationController :: Pause 0 "(warnings)
Through the Corsix's Studio I opened aitactics and found the function:
function TacticFilter_TeamWeapon_Quick_Vehicle (squad)
--Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns
--This Filter determines if its a team weapon, and whether the personality files allow it
if (not s_personality.tankmove_tactic_strafe_weapon_teams) then
return false
end
return SquadIsInFront (sim_squad, target_squad)
end
I added the processing parameters to nil:
function TacticFilter_TeamWeapon_Quick_Vehicle (squad)
--Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns
--This Filter determines if its a team weapon, and whether the personality files allow it
if (not s_personality.tankmove_tactic_strafe_weapon_teams) then
return false
end
if (sim_squad == nil) then
return false
end
if (target_squad == nil) then
return false
end
return SquadIsInFront (sim_squad, target_squad)
end
I played test game and all works correct. Have I done the right thing? What do you see about this?
P.S. Logs in attach.
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Jagger's will retreat as if they were snipers in combat.
WTF this still is not fixed??
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Is that a really bug? I don't think retreat bonuses are done by sniper or not sniper basis. Perhaps that's what it is intended for the squad?
They have just one modifier more (camouflage_enable), but it doesn't matter because they doesn't use camo. They also have a 25% reduced accuracy bonus, other squads have 50%, but if that was an oversight or not would be up to balancers.
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No, what I am saying is that when you play against an ostheer AI opponenet that has Jagers on the field, that once they get attacked by anything they retreat immediately just like snipers.
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Ah, I understand now. It will be fixed for the next patch.
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today playing against expert for first time i received and "AI fatal error execution paused " message, OST vs one american enemy on alsace mosele map, logfiles are empty but from reading this is disabled, never had this before in hundreds of skirmishes against hard enemies?
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The skirmish commander refuses to retreat and charges the guys head on to a specific location (what brave men). As a result, it does nothing but give vet to the enemy so they need to be able to retreat so the AI doesn't keep spamming them and they can live to fight another day. Make it so they retreat when they lose all 2 guys (Down to last man) instead of only one.
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Yeah that and the command squad needs some balancing with its major since it seems that the AI automatically targets that guy first out of all squads, so then their ability is almost useless. On the other hand, the skirmish commander has the captain set as the lower priority when being engaged and the body guards being the ones targeted first.
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Depending of the armour of the unit is the priority to be noticed and attacked, and most likely both have the same values overall, because they have a similar armour. They probably attack him because is the leader. I'll see what I can do.
Also, the squad members of the skirmish commander aren't modified in any way to get more priority between themselves, which means they have the same priority all of them just like the command squad. The formation is also important and if the leader is behind them you won't have a chance to make him the prime target.
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I get crashes 30-40 minutes after start in skirmish mode. I found ailog files but they are empty. Please help with this problem.
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I get crashes 30-40 minutes after start in skirmish mode. I found ailog files but they are empty. Please help with this problem.
Both attachments are empty (0kb) are you sure you uploaded the right files?
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These files are from "C:\Program Files (x86)\Steam\SteamApps\common". I don't know why are they empty. I have coh 2.700.2.42 ef 2.300. First I had problem with "fatal error" freeze. Than black bishop helped me to fix it (aitactics file), but now I have game crashes. In "documents\my games\coh relaunch\logfiles" folder there are no ailog files with the time of crash.
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To get more information about crashes, you need to submit the warnings.log from "Documents\My Games\Company of Heroes Relaunched\warnings.log", but beware the file gets overwritten every time you open CoH, so in case you already did it, you would need to wait for a crash to occur and then upload the file here.
When the game crashes under an unusual situation, it will leave a stack trace, otherwise it will just end as it and in that case I think we can't do too much about it.
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Got crash few minutes ago. Here is the warning file.
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The log seems clean, where you playing non-pop-cap mode? what map where you playing?
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non cap mode, map is kalach
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Ok, I see... thanks for the information. I didn't expect that was the case, because you came from the thread " Game crashes/freezes - Post here][2.300] Game crashes/freezes - Post here (http://[2.300)" and in the first post, it says at the end:
[...]
One last thing I'd like to add as note: IF YOU ARE PLAYING THE NO-POP CAP MODE AND YOUR GAME CRASHES, YOU SHOULD NOT BE LOOKING FOR TECH SUPPORT FROM US, BECAUSE WE DO NOT GIVE SUPPORT FOR THAT VARIANT OF THE GAME.
That game-type was included due to popular demand, and since CoH Essence engine cannot support the stress of handling too many objects regardless if you use vanilla factions or not, specially if you are fighting against AI(regardless of faction) we can't do anything about it.
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Ok, sorry I didn't know that. Thank you for your support!
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is the bug where ai never leaves base being sorted? as i have a replay, appears they don't start building until you attack the base
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Hello! Sorry for my english, but because I'm writing a large text, I will use google translayte. Just say, that I have modified the Eastern Front, added units, abilities and races. During the game, the error is: "Fatal error, execution is impossible." It occurs when the AI uses a greyhound or staghaund and he is under fire by AT-gun, and the technique does not see the AT-gun, because damage radius AT-gun more review machine and technology does not see it. In logs I found the line: "ERROR - Player 1005 AITactic AIVechicleTactic failed to call filter TacticFilter_TeamWeapon_Quick_Vehicle" (ailog), "Squad * can not be nil!" (scarlog) and "23: 46: 13.25 LuaException :: ThrowMessage - Invalid parameter 1 (type expected = Squad *, received = nil) in function Squad_GetPosition
23: 46: 13.26 GAME - SimulationController :: Pause 0 "(warnings)
Through the Corsix's Studio I opened aitactics and found the function:
function TacticFilter_TeamWeapon_Quick_Vehicle (squad)
--Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns
--This Filter determines if its a team weapon, and whether the personality files allow it
if (not s_personality.tankmove_tactic_strafe_weapon_teams) then
return false
end
return SquadIsInFront (sim_squad, target_squad)
end
I added the processing parameters to nil:
function TacticFilter_TeamWeapon_Quick_Vehicle (squad)
--Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns
--This Filter determines if its a team weapon, and whether the personality files allow it
if (not s_personality.tankmove_tactic_strafe_weapon_teams) then
return false
end
if (sim_squad == nil) then
return false
end
if (target_squad == nil) then
return false
end
return SquadIsInFront (sim_squad, target_squad)
end
I played test game and all works correct. Have I done the right thing? What do you see about this?
P.S. Logs in attach.
I will buy you a beer or ten- it works perfectly, thank you very much :)
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Hi Guys I am using 2.300 and in my second skirmish against soviet expert ia I was given the AI Fatal Error:
Map was Battle of Mahiljou
1 player vs 1 Soviet Expert IA
I have just destroyed some kind of Halftrack with AT and mortar then seconds after IA error.
Any help?
--------------------------------------------------------------------------------------------------------------------------
Ai.log reads
-- Log file for all error messages related to the AI --
ERROR - Player 1000 AITactic AIVechicleTactic failed to call filter TacticFilter_TeamWeapon_Quick_Vehicle
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Sorry for my ignorance, but how do I upload the AI_log files requested by the Dev?
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When you click on reply in the additional options you can upload files.
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OK, I am getting the AI error message. I have tried to play with another person on Multiplayer against two Hard Computer AI. And, I have tried to play with one AI friendly and two AI opponents in Skirmish, both in Gilroys Harbor, Annihilation, Normal cap limits, High Resources, American for my team mate, Russian for my choice. Wehrmacht German opponent, Hard or Normal settings.
The AI_LogFiles are empty. There are 4 of them, all are empty. I assume you don't need me to upload empty files? I have listed details I think of that might help you below from each try.
Skirmish( one human, 3 computer) Gameplay: I started with AI error but I can build and attack normally(Russian), but the other three AI players do nothing, even after they are attacked. Game never ends even after all buildings are blown. The beginning units for the enemy will fire back but never attempt to build anything.
Multiplayer Gameplay( two Human, two computer): Again, AI Error -- My Units(American) never move and after about 2 minutes drop from the Multiplayer game. We ended the game after that.
Thanks for creating the game, its possibilities are awesome. I hope this helps with the solutions. Let me know if there is anything I left out or if you need anymore information or files.
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Are you playing the Steam version?
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RE:
Re: AI bugs: PLEASE READ BEFORE POSTING
« Reply #39 on: June 24, 2017, 10:05:58 PM »
Quote
Are you playing the Steam version?
Yes I am playing Steam Version of COH
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If your logs are empty there is no way we can check what's wrong, specially because everyone else seems to not have that problem. I recommend you to verify the integrity of the files in the Steam properties tab, and if that doesn't work then uninstall the mod, delete all the stuff that is left and install it again.
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hi
i've got the same error whith 2.4.0.0 when updating
after verify the integrity of the files in the Steam properties tab , everything works fine 8)
i think it's the pb
A+
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Uninstalled, deleted all other files(such as the AI logs) and reInstalled. Works fine now.
Played several games in Skirmish and still does as it should.
Thanks for you assistance.
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Hello uninstall and set back up, that worked fine for me too.
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I added the processing parameters to nil:
function TacticFilter_TeamWeapon_Quick_Vehicle (squad)
--Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns
--This Filter determines if its a team weapon, and whether the personality files allow it
if (not s_personality.tankmove_tactic_strafe_weapon_teams) then
return false
end
if (sim_squad == nil) then
return false
end
if (target_squad == nil) then
return false
end
return SquadIsInFront (sim_squad, target_squad)
end
Hi, sorry if I'm missing something completely new here but I have a similar issue and wondering about this fix - Surely the logic added here is wrong? Neither sim_squad or target_squad are local variables defined within this method which (without being familiar with the specifics of this language as I cant see these as global) would evaluate to nill always and therefore the method just always returns false and effectively does nothing?
Cobbling this together from similar code I would expect the fix would make more sense as this for TacticFilter_TeamWeapon_Quick_Vehicle ??
function TacticFilter_TeamWeapon_Quick_Vehicle(squad)
--Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns
--This filter determines if its a team weapon, and whether the personality files allow it
if (not s_personality.tankmove_tactic_strafe_weapon_teams) then
return false
end
-- define sim_squad and check the value
local sim_squad = AISquad_ConvertToSimSquad(squad)
if (sim_squad == nil) then
return false
end
-- define target_squad and check the value
local target_squad = SquadQuery_GetAnySquadCombatTarget(sim_squad)
if (target_squad == nil) then
return false
end
return SquadIsInFront(sim_squad, target_squad)
end
That way the filter performs intended actions since we now have these variables worked out and can be passed to SquadIsInFront?
In my case I'm hitting 2 similar AI errors which are:
ERROR - Player 1002 AITactic AIVechicleTactic failed to call filter TacticFilter_TankMove_AllyMedium
And
ERROR - Player 1003 AITactic AIVechicleTactic failed to call filter TacticFilter_TankMove_AxisLight
I can't for the life of me find where these are being called from - My version is 2.30 - I can't update to 2.4 because I have the retail version from disc and steam doesnt let you download the mod if it doesnt find a steam version of the game installed so i had to get the older version from moddb - I saw the changelog for 2.4 references a typo causing an AI error
Is this where it says "AIVechicleTactic" rather than "AIVehicleTactic" ? Can't see if that is the typo being referred to or if Vehicle is meant to be spelt wrong here.
I'm going to just do an attempt with adding these placeholder methods to my tactics.ai to see if it helps:
function TacticFilter_TankMove_AllyMedium(squad)
return TacticFilter_TankMove(squad)
end
function TacticFilter_TankMove_AxisLight(squad)
return TacticFilter_TankMove(squad)
end
As i can't find anywhere those filters are defined but any info on this would be great, thanks.
EDIT Apologies for using quote blocks for the code snippet - I tried to use the code tags but the forum just keeps complaining I can't post external links which I'm not