Aircraft missing with latest update

Aircraft missing with latest update

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Dernière contribution
Bogaty
Aircraft missing with latest update

I tired loading the Midway and Guadalcanal scenarios.  When I selected carriers and clicked the air opreations button, the hangars were all empty.

Bladerunner
Portrait de Bladerunner

Hello, Cannot reproduce. Which version of the game , OS do you have  Note also they were unstability when loading a second game. For the moment it is safer to suit the game before loading or starting a new one

Bogaty

I am playing 0.90 version.  I have Windows 7-64 bit premium edition.  I started a new game but no aircraft appear.  I uninstalled the game and then reinstalled but the same error exists.

Here is the log file.

 

Mono path[0] = 'E:/Program Files (x86)/Steam/steamapps/common/Carrier Battles 4 Guadalcanal/CarrierBattle4Desktop_Data/Managed' Mono config path = 'E:/Program Files (x86)/Steam/steamapps/common/Carrier Battles 4 Guadalcanal/MonoBleedingEdge/etc' PlayerConnection initialized from E:/Program Files (x86)/Steam/steamapps/common/Carrier Battles 4 Guadalcanal/CarrierBattle4Desktop_Data (debug = 0) PlayerConnection initialized network socket : 0.0.0.0 55456 Multi-casting "[IP] 10.0.0.147 [Port] 55456 [Flags] 2 [Guid] 1585235110 [EditorId] 4287908598 [Version] 1048832 [Id] WindowsPlayer(Michael-PC) [Debug] 0

[PackageName] WindowsPlayer" to [225.0.0.222:54997]... Started listening to [0.0.0.0:55456] PlayerConnection already initialized - listening to [0.0.0.0:55456] Initialize engine version: 2019.2.17f1 (8e603399ca02) [XR] Discovering subsystems at path E:/Program Files (x86)/Steam/steamapps/common/Carrier Battles 4 Guadalcanal/CarrierBattle4Desktop_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 d3d11: QueryInterface(IDXGIFactory5) failed (80004002). Direct3D:     Version:  Direct3D 11.0 [level 11.0]     Renderer: Radeon RX 570 Series (ID=0x67df)     Vendor:        VRAM:     8169 MB     Driver:   26.20.15002.61 Begin MonoManager ReloadAssembly - Completed reload, in 14.334 seconds <RI> Initializing input.<RI> Input initialized.<RI> Initialized touch support.UnloadTime: 0.772700 ms [System Util - getAllFilesNameFromDir] Erreur : Could not find a part of the path 'C:\Users\Michael\Documents\CarrierBattle4Desktop'. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PathUtil:GetAllFilesNameFromPath(String, String, Boolean) PathUtil:GetAllFilesNameFromPath(String, Boolean) C4D.FileManager:ListOfSoloSavedGame() LoadSavedGameViewController:FillList() LoadSavedGameViewController:OnEnable()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

LoadGlobalLocalizedStrings : Translations UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalizeManager:LoadGlobalLocalizedStrings(String) LocalizeManager:SetLocale(SystemLanguage) LocalizeManager:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:222) UnityEngine.GameObject:AddComponent() (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:227) MonoSingleton`1:get_Instance() LocalizeManager:Str(String) L:Str(String) UILocalizedText:OnEnable()   (Filename: C:/buildslave/unity/build/Runtime/Export/Scripting/GameObject.bindings.cs Line: 222)

LoadScenarioString path = Translations UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalizeManager:LoadScenarioStrings(String) LocalizeManager:SetLocale(SystemLanguage) LocalizeManager:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:222) UnityEngine.GameObject:AddComponent() (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:227) MonoSingleton`1:get_Instance() LocalizeManager:Str(String) L:Str(String) UILocalizedText:OnEnable()   (Filename: C:/buildslave/unity/build/Runtime/Export/Scripting/GameObject.bindings.cs Line: 222)

Setting up 6 worker threads for Enlighten.   Thread -> id: 2414 -> priority: 1   Thread -> id: 16a8 -> priority: 1   Thread -> id: 2380 -> priority: 1   Thread -> id: 2744 -> priority: 1   Thread -> id: 26e8 -> priority: 1   Thread -> id: d30 -> priority: 1 [Singleton] Using instance already created: New Game Object UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonoSingleton`1:get_Instance() C4D.GameData:SharedGameData() C4D.WakeScenario:.ctor() C4D.GameData:InitGameData() C4D.GameData:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:222) UnityEngine.GameObject:AddComponent() (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:227) MonoSingleton`1:get_Instance() C4D.GameData:SharedGameData() C4D.GD:get_shared() C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:/buildslave/unity/build/Runtime/Export/Scripting/GameObject.bindings.cs Line: 222)

Prefab loading UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(0) Prefab_DamageReportUnit (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(1) Prefab_HexCellComponentAutopilot (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(2) Prefab_HexCellComponentCoastal (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(3) Prefab_HexCellComponentObjective (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(4) Prefab_MapPiece_AirStrike (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(5) Prefab_MapPiece_Force (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(6) Prefab_MapPiece_LandAirBase (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(7) Prefab_MapPiece_UI_AirStrike (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(8) Prefab_MapPiece_UI_AirUnit (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(9) Prefab_MapPiece_UI_AirUnitGroup (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(10) Prefab_MapPiece_UI_Force (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(11) Prefab_MapPiece_UI_LandAirBase (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(12) Prefab_MapPiece_UI_Ship (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(13) Prefab_ReturnBaseEntity (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(14) Prefab_ScenarioOptionEntry (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(15) Prefab_SeaPlaneBaseMap (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(16) Prefab_UI_LoadGameEntity (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(17) Prefab_UI_ScenarioEntry (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(18) Prefab_UI_ScrollRectMapPieceComponentAirOpAirUnitGroup (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(19) Prefab_UI_ScrollRectMapPieceComponentAirOpLandAirBase (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(20) Prefab_UI_ScrollRectMapPieceComponentAirOpTaskForce (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(21) Prefab_Weather (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(22) Prefab_UITooltip (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Prefab loaded(23) Prefab_UITooltipEntry (UnityEngine.GameObject) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.PrefabManager:LoadResourcePrefabs() C4D.PrefabManager:Get(Transform, Boolean) C4D.PM:Get(Transform, Boolean) C4D.HistoricalScenariosViewController:FillList() C4D.HistoricalScenariosViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

The referenced script on this Behaviour (Game Object 'DistributionList') is missing!   (Filename: C:\buildslave\unity\build\Runtime/Mono/ManagedMonoBehaviourRef.cpp Line: 334)

LoadGlobalLocalizedStrings : Translations UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalizeManager:LoadGlobalLocalizedStrings(String) LocalizeManager:SetLocale(SystemLanguage) LocalizeManager:Awake()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

LoadScenarioString path = Translations UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalizeManager:LoadScenarioStrings(String) LocalizeManager:SetLocale(SystemLanguage) LocalizeManager:Awake()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[System Util - getAllFilesNameFromDir] Erreur : Could not find a part of the path 'C:\Users\Michael\Documents\CarrierBattle4Desktop'. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PathUtil:GetAllFilesNameFromPath(String, String, Boolean) PathUtil:GetAllFilesNameFromPath(String, Boolean) C4D.FileManager:ListOfSoloSavedGame() LoadSavedGameViewController:FillList() LoadSavedGameViewController:OnEnable()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Loading UserData - From file UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.UserData:Load() C4D.UserData:InitUserData() C4D.UserData:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:222) UnityEngine.GameObject:AddComponent() (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:227) MonoSingleton`1:get_Instance() C4D.UserData:SharedUserData() C4D.AirStrike:.ctor() AirOperationRaidTargetWindow:GetAirStrike() AirOperationRaidTargetWindowWaves:OnEnable()   (Filename: C:/buildslave/unity/build/Runtime/Export/Scripting/GameObject.bindings.cs Line: 222)

C:\Users\Michael\Documents\CarrierBattle4Desktop\UserData.xml UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.UserData:Load() C4D.UserData:InitUserData() C4D.UserData:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:222) UnityEngine.GameObject:AddComponent() (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:227) MonoSingleton`1:get_Instance() C4D.UserData:SharedUserData() C4D.AirStrike:.ctor() AirOperationRaidTargetWindow:GetAirStrike() AirOperationRaidTargetWindowWaves:OnEnable()   (Filename: C:/buildslave/unity/build/Runtime/Export/Scripting/GameObject.bindings.cs Line: 222)

Could not find a part of the path "C:\Users\Michael\Documents\CarrierBattle4Desktop\UserData.xml". UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.UserData:Load() C4D.UserData:InitUserData() C4D.UserData:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:222) UnityEngine.GameObject:AddComponent() (at C:\buildslave\unity\build\Runtime\Export\Scripting\GameObject.bindings.cs:227) MonoSingleton`1:get_Instance() C4D.UserData:SharedUserData() C4D.AirStrike:.ctor() AirOperationRaidTargetWindow:GetAirStrike() AirOperationRaidTargetWindowWaves:OnEnable()   (Filename: C:/buildslave/unity/build/Runtime/Export/Scripting/GameObject.bindings.cs Line: 222)

[System Util - getAllFilesNameFromDir] Erreur : Could not find a part of the path 'C:\Users\Michael\Documents\CarrierBattle4Desktop'. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PathUtil:GetAllFilesNameFromPath(String, String, Boolean) PathUtil:GetAllFilesNameFromPath(String, Boolean) C4D.FileManager:ListOfSoloSavedGame() C4D.FileManager:NextAvailableSoloGameSlotNumber() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

BeginTurnSegment UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.Segment:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

TURN= UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

4 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.LogUtil:LogInt(Int32) C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

TURN=4 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

tip of the day UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.Scenario:DisplayTipOfTheDay() C4D.BeginTurnSegment:TipOfTheDay() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Check reinforcement from scenario UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

ajust spee dof naval unuits UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

markNavalUnitsAsUnmoved UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

resetAttackStatusOfAirbase UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

manageWeather UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

BeforeJapanaseActionSegment UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.Segment:Run() C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

PHASE,TIME= UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.LogUtil:LogInt(Int32) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

04:00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

checkFlightDeckCapacity UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

effectsOfSinkingOnAirborneUnits UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.CarrierAirBase:EffectsOfAllCarriersDefinitivelyInoperativeOnAirborneUnits() C4D.BeforeJapanaseActionSegment:CheckFlightDeckCapacity() C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

effectsOfSinkingOnAirborneUnits UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.CarrierAirBase:EffectsOfAllCarriersDefinitivelyInoperativeOnAirborneUnits() C4D.BeforeJapanaseActionSegment:CheckFlightDeckCapacity() C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

effectsOfSinkingOnAirborneUnits UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.CarrierAirBase:EffectsOfAllCarriersDefinitivelyInoperativeOnAirborneUnits() C4D.BeforeJapanaseActionSegment:CheckFlightDeckCapacity() C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

effectsOfSinkingOnAirborneUnits UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.CarrierAirBase:EffectsOfAllCarriersDefinitivelyInoperativeOnAirborneUnits() C4D.BeforeJapanaseActionSegment:CheckFlightDeckCapacity() C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

cleanAllAirBases UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

increaseTimeAloftInAirbases UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

advanceAirStrikes UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

refresh search coverage UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

reset limts for naval moves UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

computeNbMovableJapaneseForceThisPhase UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

cleanAirStrikes UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

cleanAirBaseBoxes UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

mandatoryRetirementMoves UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

BeforeJapaneseActionRestartPointSegment UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.Segment:Run() C4D.BeforeJapaneseActionRestartPointSegment:Run() C4D.GameSequence:Run() C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

saveAndCheckActivePlayer UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) C4D.LogUtil:Log(String) C4D.BeforeJapaneseActionRestartPointSegment:Run() C4D.GameSequence:Run() C4D.BeforeJapanaseActionSegment:Run() C4D.GameSequence:Run() C4D.BeginTurnSegment:Run() C4D.GameSequence:Run() C4D.GameData:NewGame(Scenario) C4D.GD:NewGame(Scenario) C4D.MapViewController:Start()   (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

DirectoryNotFoundException: Could not find a part of the path "C:\Users\Michael\Documents\CarrierBattle4Desktop\1-GameData.xml".   at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32

bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0017d] in <319b5411003b47fbaceecace494b6f79>:0   at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32

bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) [0x00000]

in <319b5411003b47fbaceecace494b6f79>:0   at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor

(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)   at System.IO.StreamWriter.CreateFile (System.String path, System.Boolean append, System.Boolean checkHost) [0x0001c] in

<319b5411003b47fbaceecace494b6f79>:0   at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize, System.Boolean

checkHost) [0x00055] in <319b5411003b47fbaceecace494b6f79>:0   at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) [0x00000] in

<319b5411003b47fbaceecace494b6f79>:0   at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding) [0x00000] in

<319b5411003b47fbaceecace494b6f79>:0   at (wrapper remoting-invoke-with-check) System.IO.StreamWriter..ctor(string,bool,System.Text.Encoding)   at System.IO.File.WriteAllText (System.String path, System.String contents, System.Text.Encoding encoding) [0x00000] in

<319b5411003b47fbaceecace494b6f79>:0   at System.IO.File.WriteAllText (System.String path, System.String contents) [0x00007] in <319b5411003b47fbaceecace494b6f79>:0   at C4D.FileManager.SaveGameData (System.Int32 slotNumber, System.String xmlData) [0x00089] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.GameData.Save () [0x0003e] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.BeforeJapaneseActionRestartPointSegment.SaveAndCheckActivePlayer () [0x000a6] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.BeforeJapaneseActionRestartPointSegment.Run () [0x00025] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.GameSequence.Run () [0x0002a] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.BeforeJapanaseActionSegment.Run () [0x00134] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.GameSequence.Run () [0x0002a] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.BeginTurnSegment.Run () [0x0011c] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.GameSequence.Run () [0x0002a] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.GameData.NewGame (C4D.Scenario scenario) [0x00129] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.GD.NewGame (C4D.Scenario scenario) [0x00005] in <91ac9352704749b48a21fe4546976d9a>:0   at C4D.MapViewController.Start () [0x00066] in <91ac9352704749b48a21fe4546976d9a>:0   (Filename: <319b5411003b47fbaceecace494b6f79> Line: 0)

 

 

 

 

Bladerunner
Portrait de Bladerunner

On any scenario ? A 0.9.1 shall come by the end of the week. 

Bladerunner
Portrait de Bladerunner

Ok the issue has been identified. There is an issue with the save directory As a workaround, create a directory called CarrierBattle4Desktop in MyDocuments

larsenjp

OK, it is working now.

Planes are back and it is now possible to save the game and restart.

Bogaty

Hangars are now working for me as well.  I still have problems with joysticks moving the map however.

Avalon
Portrait de Avalon

Can you unplug the joystick and test only with a mouse for now?

Bogaty

Yes.  This is what I have been doing.