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Platform: Android Version: 4.10.4 (Build 963) Rulesets: [Civ V - Vanilla, Civ V - Gods & Kings] Last Screen:com.unciv.ui.screens.worldscreen.WorldScreen
Device Model: Pixel 7 Pro
API Level: 34
System Memory: 11471 MB
Available (used by Kernel): 4930 MB
System Low Memory state: false
Java heap limit: 512 MB
Java heap free: 39 MB
Message:
java.lang.Exception: Can't reach this tile!
at com.unciv.logic.map.mapunit.movement.PathsToTilesWithinTurn.getPathToTile(UnitMovement.kt:801)
at com.unciv.logic.map.mapunit.movement.UnitMovement.moveToTile(UnitMovement.kt:403)
at com.unciv.logic.map.mapunit.movement.UnitMovement.moveToTile$default(UnitMovement.kt:370)
at com.unciv.logic.automation.unit.BattleHelper.tryAttackNearbyEnemy(BattleHelper.kt:32)
at com.unciv.logic.automation.unit.BattleHelper.tryAttackNearbyEnemy$default(BattleHelper.kt:15)
at com.unciv.logic.automation.unit.UnitAutomation.tryAttacking(UnitAutomation.kt:259)
at com.unciv.logic.automation.unit.UnitAutomation.automateUnitMoves(UnitAutomation.kt:225)
at com.unciv.logic.automation.civilization.NextTurnAutomation.automateUnits(NextTurnAutomation.kt:390)
at com.unciv.logic.automation.civilization.NextTurnAutomation.automateCivMoves(NextTurnAutomation.kt:71)
at com.unciv.logic.civilization.managers.TurnManager.automateTurn(TurnManager.kt:339)
at com.unciv.logic.GameInfo.nextTurn(GameInfo.kt:391)
at com.unciv.ui.screens.worldscreen.WorldScreen$nextTurn$1.invokeSuspend(WorldScreen.kt:599)
at com.unciv.ui.screens.worldscreen.WorldScreen$nextTurn$1.invoke(Unknown Source:8)
at com.unciv.ui.screens.worldscreen.WorldScreen$nextTurn$1.invoke(Unknown Source:4)
at com.unciv.utils.ConcurrencyKt$launchCrashHandling$1.invokeSuspend(Concurrency.kt:87)
at kotlin.coroutines.jvm.internal.BaseContinuationImpl.resumeWith(ContinuationImpl.kt:33)
at kotlinx.coroutines.DispatchedTask.run(DispatchedTask.kt:108)
at com.unciv.utils.CrashHandlingDispatcher$dispatch$1.invoke(Concurrency.kt:173)
at com.unciv.utils.CrashHandlingDispatcher$dispatch$1.invoke(Concurrency.kt:173)
at com.unciv.ui.crashhandling.CrashHandlingExtensionsKt$wrapCrashHandling$1.invoke(CrashHandlingExtensions.kt:17)
at com.unciv.ui.crashhandling.CrashHandlingExtensionsKt$wrapCrashHandlingUnit$1.invoke(CrashHandlingExtensions.kt:33)
at com.unciv.ui.crashhandling.CrashHandlingExtensionsKt$wrapCrashHandlingUnit$1.invoke(CrashHandlingExtensions.kt:33)
at com.unciv.utils.CrashHandlingDispatcher.dispatch$lambda$0(Concurrency.kt:173)
at com.unciv.utils.CrashHandlingDispatcher.$r8$lambda$GFMOlD6QMgmLfgwAvPAW33Ob6HE(Unknown Source:0)
at com.unciv.utils.CrashHandlingDispatcher$$ExternalSyntheticLambda0.run(Unknown Source:2)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:644)
at java.lang.Thread.run(Thread.java:1012)
F-Droid has a non-transparent delay of at the very least with tons of luck 1 day up to a few weeks relative to source, by design. So, for us, 4.10.4 is waaaaaaayyyyyyyy ancient. The model of F-Droid is extra review, stability, and curated admittance - not fast rollout. I'm sure you can find more precise documentation over there - I for one just don't care for the kind of apps I install from F. (And I get everything from them, except Lineage itself, Shattered and Signal - oh Aegis is also still self-built, gotta change that)
Is there an existing issue for this?
Game Version
4.10.4
Describe the bug
Platform: Android
Version: 4.10.4 (Build 963)
Rulesets: [Civ V - Vanilla, Civ V - Gods & Kings]
Last Screen:
com.unciv.ui.screens.worldscreen.WorldScreen
Device Model: Pixel 7 Pro
API Level: 34
System Memory: 11471 MB
Available (used by Kernel): 4930 MB
System Low Memory state: false
Java heap limit: 512 MB
Java heap free: 39 MB
Message:
Save Mods:
Save Data:
Show Saved Game
Steps to Reproduce
Screenshots
No response
Link to save file
No response
Operating System
Android
Additional Information
No response
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