Post by contributor on Jul 11, 2015 6:17:48 GMT -5
I'm getting a crash on this level that is pretty regular even when templars are in different positions. It comes at the end of the xeno turn after the heat damage to my templars is counted. I don't know how else to explain what might be contributing to it. The team is heading out the west gate to capture that TP. They already captured the east TP and in fact it was taken down by the xenos on this turn, so maybe that is clue. I've got two turrets, a soldier and a Neptune on OW. I've got Captain's confidence on a number of knights and Warding Fire on some too. Capn, Paladin, Neptune and Engineer were all overheated.
-Break to take a screenshot and mess with it more-
OK, I kept messing with it to see if I could figure anything out. It appears to be possibly related to killing a spitter on the tile that he spawned on. In the screenshot there was a spitter to the right of the Paladin that spawned on that tile without moving. On my turn I moved the Paladin into position and killed it with him.
On the turn that didn't crash, I accidentally cast Warding Fire on my scout by mistake and so the Paladin only got one hit on the Spitter (from the tile to the SE of where he is in the pic) and it was left for the next turn. That turn didn't crash. I should have taken a picture but it took me awhile to think through what was possibly different about that turn. Hopefully this will help you track down what is probably a pretty obscure bug.
Device is Samung GT-S7582 running 4.2.2.
EDIT: Ok I'm going back and looking at a few screen shots I took. I think that maybe I did actually kill the Spitter during the turn that didn't crash. It's just that I would have killed him with a ranged attack (probably from the scout) instead of the Paladin and the Paladin was to the south rather than the west of the Spitter.
-Break to take a screenshot and mess with it more-
OK, I kept messing with it to see if I could figure anything out. It appears to be possibly related to killing a spitter on the tile that he spawned on. In the screenshot there was a spitter to the right of the Paladin that spawned on that tile without moving. On my turn I moved the Paladin into position and killed it with him.
On the turn that didn't crash, I accidentally cast Warding Fire on my scout by mistake and so the Paladin only got one hit on the Spitter (from the tile to the SE of where he is in the pic) and it was left for the next turn. That turn didn't crash. I should have taken a picture but it took me awhile to think through what was possibly different about that turn. Hopefully this will help you track down what is probably a pretty obscure bug.
Device is Samung GT-S7582 running 4.2.2.
EDIT: Ok I'm going back and looking at a few screen shots I took. I think that maybe I did actually kill the Spitter during the turn that didn't crash. It's just that I would have killed him with a ranged attack (probably from the scout) instead of the Paladin and the Paladin was to the south rather than the west of the Spitter.