Search found 49 matches
- Wed Feb 24, 2021 8:28 pm
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Re: Fatal Application Exit
Yes it does reoccur, it's happened twice and both of those games are now inaccessible. I hope it was just a problem with uploading to the server. My net connection isn't the best to be honest, it's just that it's never happened outside of testing my mod and now it's happened twice within a handful o...
- Mon Feb 22, 2021 11:42 pm
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Re: Fatal Application Exit
Thank you, appreciated.
- Mon Feb 22, 2021 8:27 pm
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Re: Fatal Application Exit
Yes it's an MP hotseat game I'm using for testing. That might actually be the wrong error log, here's a new one and the whole thing: 20210222_201507 VER:10301 BUILD:10009 PLATFORM: WINDOWS WinVer:10.0.18362.86 0: Intel(R) HD Graphics CPU String: GenuineIntel Stepping ID = 9 Model = 12 Family = 6 Ext...
- Sat Feb 20, 2021 11:45 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: overwatch not working
- Replies: 1
- Views: 63
Re: overwatch not working
Some weapons don't have reaction fire. Flamers, las cannons and grenade launchers don't. When the cursor is over the reaction fore icon it shows the tiles that are covered if you face that direction. You can't reaction fire through friendly units even if they're adjacent unless you're on higher grou...
- Sat Feb 20, 2021 11:44 pm
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Re: Fatal Application Exit
It happened again, it has nothing to do with objects that do damage at the start of each turn because none were up. This is the error message: ######## EXCEPTION: 0x80000003 at address: 0x7599CE82 Starting Debugger SEARCHING: C:\Program Files (x86)\Steam\steamapps\common\Warhammer 40000 Sanctus Reac...
- Wed Feb 10, 2021 10:16 pm
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Re: Fatal Application Exit
The mod itself is two (more will be added) MP scenarios using two (one edited) of the already in game SP scenario maps, and adds some new unit types (chaos versions of the three knights, Slaanesh and Nurgle soulgrinders, Slaanesh and Nurgle spawn using two of the existing models and keeping the thir...
- Wed Feb 10, 2021 7:37 pm
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Re: Fatal Application Exit
It's actually an MP mod, it uses two of the SP campaign maps. I couldn't get it to run as a true mod, I'll look at doing that again after it's released. I meant you could use the edited script files to replace the old ones globally. It fixes quite a few bugs including the abilities that aren't worki...
- Tue Feb 09, 2021 2:55 pm
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Re: Fatal Application Exit
Well just off the top of my head the tooltip text both in abilityhelpers and the text that comes up when abilities are selected now all give the correct information and standardised info about cooldown time, duration, range etc. I wasn't planning on doing this and it took a while. I added new abilit...
- Tue Feb 09, 2021 12:11 am
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Re: Fatal Application Exit
Okay, this mentions "######## EXCEPTION: 0xC0000005 at address: 0x0053516E". 20210208_214841 VER:10301 BUILD:10009 PLATFORM: WINDOWS WinVer:10.0.18362.86 0: Intel(R) HD Graphics CPU String: GenuineIntel Stepping ID = 9 Model = 12 Family = 6 Extended model = 5 CLFLUSH cache line size = 64 APIC Physic...
- Mon Feb 08, 2021 10:23 pm
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Re: Fatal Application Exit
Cheers Pip, I can't belive how many times I've clicked through that folder on autopilot with the error logs right there in front of me. I tool out today's and loaded up that match, the same error but it didn't leave behind a new error20210208_171316 file. pre_error and pre_error_trace got created or...
- Sat Feb 06, 2021 9:21 pm
- Forum: Sanctus Reach Tech Support
- Topic: Fatal Application Exit
- Replies: 17
- Views: 261
Fatal Application Exit
After getting this error message that didn't tell me where the error was I put in backup files to replace the ones I'd just edited and the same thing happened. Turns out it's the test match itself that's returning the error, other ones work. Here's what the error message says. Unhandled Exception Ex...
- Mon Jan 04, 2021 11:05 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Wishlist for Sanctus Reach 2
- Replies: 6
- Views: 3224
Re: Wishlist for Sanctus Reach 2
- Fri Jan 01, 2021 3:38 pm
- Forum: Sanctus Reach Tech Support
- Topic: Has Deployment Changed?
- Replies: 13
- Views: 256
Re: Has Deployment Changed?
Maybe we are just misunderstanding the logic behind the button graphics? No, this 100% has changed in Sancus Reach at least. My maps used to allow both sides to deploy, now they don't without being edited. That's not the problem, it couldn't be easier to fix the maps. The problem is it's being caus...
- Thu Dec 31, 2020 6:01 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Soul Grinder OP
- Replies: 5
- Views: 811
Re: Soul Grinder OP
I forgot about the most effective grinder killer, the power sword's demolition charges. I think you get more damage in the rear with those as well. Try using the grinders yourself to see how other people counter them. If you figure out a good way to counter them with orks let me know, my favourite f...
- Thu Dec 31, 2020 5:57 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Conditional events
- Replies: 5
- Views: 350
Re: Conditional events
You can get reinforcements to spawn in on a set turn just using the editor but I think calling them with a trigger square needs to be scripted. Just look at how the game does it and then try to adapt it to what you want to do. I just looked and it would be something like... include "Functions.BSF" i...
- Wed Dec 30, 2020 4:10 pm
- Forum: Sanctus Reach Tech Support
- Topic: Has Deployment Changed?
- Replies: 13
- Views: 256
Re: Has Deployment Changed?
Could you let me know what he says. I don't want to release the mod and then have to tell people it's now broken and they need to download it again, unless you want to include a fix to my maps in the patch.
It should be such a simple change, just switching round the ifs.

It should be such a simple change, just switching round the ifs.
- Wed Dec 30, 2020 11:56 am
- Forum: Sanctus Reach Tech Support
- Topic: Has Deployment Changed?
- Replies: 13
- Views: 256
Re: Has Deployment Changed?
So is this going to be patched soon? If I release my mod now then a patch fixes this it will break my maps. It should be just a case of switching them back over but any maps made after they got reversed, like your tournament maps will need to be edited so that they're correct after the fix. Unless o...
- Wed Dec 30, 2020 12:44 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Soul Grinder OP
- Replies: 5
- Views: 811
Re: Soul Grinder OP
I have got the same feeling. Actually, I am so far to be searching for a tactic for winning a game while running away from the soul grinders Use a melee unit to turn them and then shoot them in the rear. :wink: The wolfguard terminator hero has special ammi that's great for taking out tough targets...
- Wed Dec 30, 2020 12:21 am
- Forum: Sanctus Reach Tech Support
- Topic: Has Deployment Changed?
- Replies: 13
- Views: 256
Re: Has Deployment Changed?
But I always tested each scenario to make sure the deployment phase was working as I intended, so I know there were no errors. Okay, but that just means the maps you made for the tournament weren't affected by this but every map made before that must be. Here's the situation, I edited two of the SP...
- Tue Dec 29, 2020 7:25 pm
- Forum: Sanctus Reach Tech Support
- Topic: Has Deployment Changed?
- Replies: 13
- Views: 256
Re: Has Deployment Changed?
Thanks for the reply but I respectfully disagree. Maps that's are supposed to let both sides deploy only let one side deploy and maps that are supposed to let just one side deploy now let both deploy, it must have got switched over in a relatively (after February) patch. I saw in another topic that ...